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TRIAL IN THE WEST

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Its 48K ATA
Home
Computers
Until April 6, 1862, General Grant's ascendency in the Union Army
had been relatively uneventful. The few battles he directed had been
won without much test of his mettle. But on the dawn of that fateful
Sunday, he found the 45,000 men under his command pressed against
the Tennessee River at Pittsburg Landing, caught in a surprise attack
by Confederate General Johnston and his Army of the Mississippi.
Thus began the Battle of Shiloh, two murderous days that would
be Grant's first real trial hi, fire.
FOR ALL CIVIL WAR FANS
This superb simulation contains three games
that are designed to challenge all Civil War fans
— regardless of wargaming experience.
The Introductory Game uses simplified rules
and options and easy-to-use joystick control to
let the novice player jump right into the action.
The Intermediate Game serves as a stepping
stone to the Advanced Game, where complex
decisions and intricate rules create an incredibly
• -
CONFED JACKSON IHF
O C neg MEN 7t3 detailed and realistic simulation that will satisfy
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NORMAL OF9 144 1 8'HO PLOT even the most veteran of wargamers.
WOODS/ROAD -
AWARD WINNING GAME SYSTEM
Strategic map allows you to see an overall This game uses an improved version of the
view of the battlefield. critically acclaimed game system first seen in
SSI's GE TTYSBURG: The Turning Point." The
Battle of Shiloh is faithfully re-created in 15
turns. All brigades historically present at the
battle are included, as are the Federal gunboats
Lexington and Tyler. The 30x30 square-grid
battlefield (also provided as a 4-color mapcard)
accurately reflects the terrain around Shiloh.
A significant refinement is the ability to switch
between a strategic and tactical display anytime
..., during play. Another is the inclusion of special
cowto JACKSM INF . en MEN 812 morale rules for "green," untried troops.
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, 1448 NO PLOT Generals Grant and Johnston actually appear
in the game as army/corps commanders. They
can be injured — or killed (as Johnston was in
the real battle).
During solitaire play, the computer can
direct either or both sides.
HISTORY REPEATED OR REVISED? 1
The Battle of Shiloh was a see-saw affair that
could easily have been a Union defeat or victory.
Now, you determine the outcome of Grant's
fearsome trial — and his destiny.

Screen displays shown


IStttt are from the Apple
I
44-18 e reV MIER (P)AGE 812 Displays from other
(T) REMOyES UNITS computer(s) may vary.
SiFIDPHASE 2 (SPACE) GETS UNIT 54
HURCN (2) X.V,10 8 Apple is a registered
trademark of Apple
Computer, Inc.
MADE IN U.S.A. 0 16685 03 06 2
lauleai VICW USIng 1W116 111Sleaa of syitibols.
SHILOH ATAR


GRANT'S TRIAL IN THE WEST

STRATEGIC SIMULATIONS, INC.


A unit has a chance of being disrupted based on the number of men in the unit and its number of
casualties. The chart below gives some examples: -
CHANCE CHANCE CHANCE CHANCE CHANCE CHANCE
MEN NO CHANCE WITH WITH WITH WITH WITH WITH
IN UNIT OF DISRUPTION 20 LOSSES 40 LOSSES S0 LOSSES 40 LOSSES 100 LOSSES 120 LOSSES

5UO less Than 7 losses 1l 37': 42ik. 58% 711% 100.96


1000 less than €5 losses 6 21 37 53
1500 less than 19 losses 1 !r 12 48 t,3 ICI()
2000 le ss than 26 losses 0 12 27 43 58 100 •

Recove ry from disruption is based on com- RANCCE IN SQUARF-S


WEAPON TYPE ARBREV. i E 1 4 . 6 7" 4T I1"I5
mand control and whether or not a unit is in
an enemy ZOC. Musket MS1< 5 0 0 0 0 0
NO IN Rifle RFL 420 0 0 0
COMMAND CONTROL ENEMY ZOC ENEMY ZOC
Rifle/Musket RIM 3 I 0 0 0 0
.5 35% 17%k% Rifle/ R/H 52 0 0 0 0
.6 40% 20% Hen ry Repeater
.7 4596 2296 Rifles/Carbines R/C 4 I 0 0 0 0
.8 5096 2596 Carbines CRB 4I 0 0 0 0
.9 .5596 27% Shotgun SHO 400 0 0 0
1.0 60% 3096 Pistol PST 200 0 0 0
1.1 6596 32% it lb. Napoleons NAP 14 4 2 1 0 0
1.2 70% 35% 10 lb. Parrott P 10 85 4 2 I 0
1.3 7590% 37% 12 lb. Howitzer H12 16 2 2 1 0 0
1.4 80% 40% 6 lb. Smooth Bore SM6 8 2 2 1 0 0
1.5 85% 42% James Rifle JRG 85 4 2 1 0
Siege Gun 524 18 6 4 2 2 1
32 lb. Smooth Bore NG8 20 3 1 1 1 I
8 in. Dahlgren

The number under the range column corre-


sponding to the proper weapon type is the
number of men suffered as r:atival^ies per 100
men firing for small arms and pit one gun for
the artillery. The casualties derive) here are
further modified by various strength/casualty
STRATEGIC SMULATiot*S. INC
values.

QUESTIONS OR PROBLEMS? Call ifyou have preshlemswith yourdisk or


Our main business telephone number is need a clarification of the game
(415) 964-1353. and/or rules.
We also have a Technical Support Hotline Both numbers can he called eve ry weekday,
number: (415) 96 4- 1200, which you can 9 to 5 Pacific Time,
LIMITED WARRANTY
Strategic Simulations, Inc. ("SSI'') warrants that the diskette on which the enclosed
program is recorded will be free from defects in materials and workmanship for a
period of 30 days from the date of purchase. If within 30 days of purchase the disk- TABLE OF CONTENTS
ette proves defective in any way,, you may return it to Strategic Simulations, Inc., 1046
N. Rengstodf Ave., Mountain View, CA 94043 and SS/ will replace it free of charge.
In addition, 11 the diskette proves defective at any time after the first 30 days, return
the diskette to SSI and SSI will replace it for a charge of $10.00. Please allow about
four weeks for delivery.
QUICK START RULES FOR THE BASIC GAME .... 1
531 MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT
TO THE SO FTWARE PROGRAM RECORDED ON THE DISKETTE OR THE GAME 1.0 ST - 1
DESCRIBED IN THIS RULE BOOK, THEIR QUALI TY, PERFORMANCE, MER-
CHANTABILITY
OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM
2.0 OPERATION PHASE ............................................... 3
AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR QUALITYAND 3.0 THE JOYSTICK ......................................................... 6
PERFORMANCE lS WITH THE BUYER. IN NO EVENT WILL 551 BE LIABLE FOR
DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES RESULTING
4.0 COMBAT PHASES ................................................... 10
FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF 551 HAS BEEN AD- 5.0 FATIGUE/EFFICIENCY .......................................... .11
VISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW
THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR 6.0 REINFORCEMENTS ................................................ .11
I NCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR 7.0 END OF THE DAY PHASE ..................................... 11
EXCLUSION MAY NOT APPLY TO YOU.)
The enclosed software program and this Rule Book are copyrighted. All rights are
8.0 HOW TO WIN... ........................................................ 11
reserved. This Rule Book may not be copied, photographed, reproduced. or translated
or reduced to any electrical medium or machine-readable form, in whole or in part,
without prior written consent from SS I. The program accompanying this Rule Book INTERMEDIATE ADVANCED GAME RULES ...12
may be copied, by the original purchaser only, as necessary for use on the computer
for which it was purchased.
1.0 INTRODUCTION ................................................... 12
1987 by Strategic Simulations, Inc. All Rights Rese rv ed.
2.0 SET UP ..................................................................... 14
3.0 SEQUENCE OF PLAY ............................................ 16
If you are unable to make a backup copy of your disk (most of our games have some
form of copy-protection), you may purchase a backup disk from SSI for $10 plus
4.0 COMMAND CONTROL ....................................... 16
$2 for shipping and handling. California residents, add applicable sales tax. 5.0 RECOVERY/RALLY PHASE ............................... 17
6.0 REINFORCEMENT PHASE ................................ 17
What to do if you have a defective disk 7.0 OPERATION PHASE ............................................. 18
Each of our games undergoes extensive piaytesting prior to its release. Through this
process we hope to uncover, and correct, any errors in programming. However, due 8.0 COMBAT PHASES ................................................. 23
to the complex nature of our simulations, some program errors may go undetected 9.0 MID-TURNRECOVERY PHASE .........................
until after publication. In addition to errors in the program. there are occasionally
25
problems with the disk itself. We experience the industry standard of approximately 10.0 END-OF-DAY PHASE ........................................... 25
a 3 to 5% failure rate of duplicated disks. Before assuming that a disk is defective,
make sure to check your disk drive. Up to 95% of the disks returned to us as defective 11.0 VICTORY DETERMINATION PHASE ............... 26
will run fine on our computer systems. Often lhe problem is with a disk drive that needs 12.0 STRATEGY AND TACTICS ..................................
servicing for alignment. speed. or cleaning.
26
Should you have a defective disk, please return the disk only (keep all other parts of
the game} to our Customer Support Department, along with a note describing the COMMAND CONTROL EXAMPLES ......................... 29
problem you have encountered. A replacement disk will be provided upon our receipt
of the defective disk. CONFEDERATE ORDER OF BATTLE ........................ 31
Should you uncover an error in the program, return both your game disk and any ''save UNION ORDER OF BATTLE ........................................ 32
ga me" disks to our Customer Support Department. Please enclose a description of
what was taking place in the game when the error occurred. Upon correction of the TABLES ............................................................................ 34
program error, we will return an updated disk to you. CONFEDERATE ORGANIZATIONAL CHART ....... 38
Always make sure to include your name, address, and daytime telephone number
with any correspondence. We will do our Pest to see that any problems are corrected UNION ORGANIZATIONAL CHART ....................... 39
as soon as possible. HISTORICAL MAPS ...................................................... 40
AP P version: Produced using copyrighted software products of Einstein Corporation.
ATARI' version: Produced using copyrighted software products of Monarch Data Systems.
C-W version: This program
was compiled using Insra-Speed, a product of Microsci Corp., Santa Ma, CA. SHILOH: Amateur Night in Tennessee ............................ 45
Title Screen Animation Routines Courtesy of Electronic Arts — Movie Make, Copyright 1982
by Interactive Picture Systems and Electronic Arts, respectively.
QUICK START RULES FOR
THE BASIC GAME
1.0 START UP have to move the joystick to the lower left
These rules allow the player to quickly get or right to have the Apple read a "down"
into a simple and straightforward game command.
with a minimum of rules reading. Those NOTE: Older versions of the "Speed De-
of you who wish more complexity and mon" that do not contain the dip switches may
realism are invited to play the INTERME- not work properly with this game.
DIATE and ADVANCED games. 1.4 Starting the Game (IBM)
1.1 Starting the Game (C-64) To begin the game, remove the BASIC
To begin the game, insert the game disk cartridge (if using the ISM JR) and insert
and type LOAD "*",8 and press RETURN. your 2.0 to 3.2 DOS disk in the drive, Sav-
When READY appears, type RUN and ing a game in progress requires a format-
press RETURN. ted disk. It would be advisable to format
If using a joystick, connect it to port 2, one before you boot up the game. Turn on
the computer system. Press ENTER until
1.2 Starting the Game (Atari) you see the ready ">". Insert your game
Remove all cartridges from your com- diskette. Type START, press ENTER, and
puter. Boot-up the front side of the disk the game will boot. The IBM version has
(800 XL and 130 XE owners will have to additional menus that allow you to
hold down the OPTION key when they choose the 10-key option (use the numeric
turn on their computer to boot). After se- keypad for movement where pressing "8"
lecting the starting values for your game, moves north instead of the standard "I "),
you will be instructed to insert the Game adjust the screen to the right or left, and
Side of your disk. change the colors. On these menus, sim-
If using a joystick, connect it to the #1 ply press the key that corresponds to the
port. desired option. To use the tutorial, choose
the standard compass option (#1: non-ten
1.3 Starting the Game (Apple) key option). For your convenience, this
To begin the game, boot your game disk disk contains no copy protection. This al-
with the front side up and the game will lows you to make a back-up copy of the
start automatically. If you are using an game disk and facilitates transferring the
Apple with a CAPS LOCK key, keep the game disk to a hard drive system.
CAPS LOCK key down throughout the
game. If you have a joystick attached, the 1.5 Main Menu
first menu you see asks whether you wish Once passed the title page and demo se-
to use it for inputting your commands. lection, you will see a menu with a list of
Whether or not you use the joystick, you options. At a later time you may wish to
will then see a menu which prompts you use these menu options. (See 2.1 of the
to indicate if you are using an accelerator I NTERMEDIATE and ADVANCED
board, a Speed Demon, an Apple II GS, or Game rules.) IBM users are given addi-
a system with no speed up board. Press tional menus concerning screen margins,
the number next to the choice that is cor- numeric pad (choose option #1 for tuto-
rect for your system. rial), and color For Quick Start purposes,
If you are using a joystick, you must leave the default selections and press the
move the joystick to the left to go up all RETURN key Joystick users should select
menus and to the right to go down all option "o" for exit.
menus. You will also be able, before be- A series of displays showing casualties
ginning, to determine where to get the for men and guns will be presented on the
best readings from your joystick. You may
screen one by one. Press RETURN to con- pe ar revealing the nature of the terrain the road. By pressing "3, 3, 1, and 3". In- 2.1 Keyboard Cursor Menu
tinue. You will then be asked if you want beneath them. Press any key to continue. stead of pressing 'N" at the end of the You are using the Cursor Menu when you
sound in the game. Press Y for yes and N Move the cursor to and press the Chalmers' move, press "Q" to return to first enter the Operation Phase. You return
for no. You will be asked to set the delay "0" (zero) key You will notice that the the Cursor Menu. to the Cursor Menu from the Command
loop for displayed messages for this turn. map centers itself on the cur so r location. Press "Z" and the cur so r returns to the Menu by pressing the "Q" When in
Set this at 6 if you have a speedboard and Press the "U' key and the map will last square fmm which you ac ce ssed a the Cursor Menu, you may execute the
4 if you do not. "zoom-out" to the strategic map. You will unit with the SPACE BAR. Move the cur- commands as shown below. An abbre vi
NOTE: The s ho rter the delay !DT, the less notice that all keyboard functions are ac- sor 5,27 and press the SPACE BAR to -atedvrsionfhmuwlbedis-
time m es sages will re mai n on If tive. You can play the game on either map. access S WE TT A Move the unit up the played below the game map along with
using a joystick, refer now to Section 3.0 for a Scroll around the map with the cursor and mad by pressing "1, 1, 1, 1, 3, 3, 1, and 3". the day, phase number, and time of day.
tutor ia l and command exp lanation. then press "0" to "z oo m-in" to the tactical At the end of the move press, "Z". You will (0) = Centers the map at the cursor.
map. seethe unit move itself back to its original ("5" for the optional IBM key
Move the cursor to 9,25 and press the sq uare. (If in the process of mo vi ng you pad .)
1.6 Getting Started: A Tutorial for uncover hidden units, you will lose 4
SPACE BAR. The Con fe derate unit there (1-8) = Moves the cursor in the desired
Keyboard Commands operation points when you pressthe "Z"
will be accessed. You are now in the direction according to the com-
After setting the time for the delay loop, Command Menu (s ec tion 2.2) with the key.) This is handy when you make a
the program will go through the bin- pass on the lower right hand
unit i nformation for SHAVER on the mistake and wish to "take back" a move
ning phases of the first game tum until it side of the display ("1-9" for
screen (you may wish to read section 2.3). and move a unit somewhere else. Press
reaches the Confederate Operation Phase the optional IBM key pads)
Pre ss "1" twice (with a pause in be- the "Q" key to return to the Cursor Menu.
#1. tween the two 1's) and you will see the You are now ready to enter the Combat (C)ombat Takes you to the Combat
The map on the screen has a white Phase. D ur ing the combat phase you Phase. Press this key when you
unit move two squares up. Now press"3"
square exactly in the middle. At the bot- once and the unit will move one square to should see the artillery fire first and then are finishedmoving and giv-
tom of the you see lines of text the right. With your last move, a Union the infantry. Pl ea se note t ha t even those ing orders to all your units.
which indicate the phase, time, and day infantry unit that was hidden pops up units you didn't target for will fire on their unit = Upon pressing this key, you
(G)et
among other things. You are now in what next to the Conf ed erate. Moving n ext to own if they can. will be prompted to input a
is called
the Cursor Menu (you may wish hidden units will ca us e them to app ear You may fight hand to hand (melee) if number corresponding to one
to read section 2.1). (You may wish to read sec tion 8.3 of the you: of your units Order of
Looking at the text on the bottom, you Intermediate/Advanced rules to learn • are next to the enemy Battle). The cursor will go to
will notice ',Y:20, " on the last line. more about hidden units and line of n have targeted that enemy for fire that unit and access it, putting
This indicates the column and row on the it into the Command Menu
sight.). Press "F" and the targetmenu will n have pressed "M" in the Command
map where the white square (the cursor) appear This menu allows you to ta rg et an Menu for that u ni t below).
(see
Move the c ursor and
is currently situated. enemy unit. Press 'N" and you will see all n and have enough op er ation points to (0)ther map = Toggles between the
these numbers will change. do so (see s ec tion 2.4 and 2.8 and also
the squares you may fire at highlighted. and strategic maps.
Pre ss the "8" key s even times to move
Press any key to return to the ta rg et menu. look at the Operation Costs table). (SPACE BAR) = Picks up the unit under
the cu rso r to 13,18. Press the "W" key The Move the cu rso r by pressing "2". You are
Confederate Obj ec tive squares Sec- If you were actually playing a game, the cursor to allow you to give
now over a Union unit. Press "T" to target you would press "C" and then to en- it commands. If two or more
tion 8.1) that are on the sc reen are high- it. You will now return to the Command
ligh ted . Now press any other key A Union ter Combat Phase. units are in the you
Menu for the unit SHAVER. Notice that After the Combat Phase, you are given will pick up the first unit.
Objective square is highlighted at the bot- the FIRE display shows 11,22, the square
tom left of the Press any other key the opportunity to save the game by are now in the Command
of the target unit. Press the "N" key and pressing ' ".Pmss "N" and the game will Menu (see below) for that unit.
to ret urn to the normal C r Menu. you will ac ces s the n ex t unit in the o rd er of
You move the cursor around the map enterthe next Operations Phase for the (T)errain Removes unit shapes from
ba ttle sequence (the o rd er that units are other player. When the 2nd Combat Phase
p res sing the keys "1"-"8". You will the map sa you can see the ter-
listed in the back of this rule booklet). is completed, the game will display u p-to- rain underneath.
notice in the lower right-hand corner of Press "Q" to e xi t that unit and to return to
the the n umb er s arr an ged
in a d ate losses and a new turn begins with the (V)iew = Highlights all the squares that a
the C ur sor Menu. Command Control Phase Section 3.0
box. This serves as a compass for cur so r Press "G" and you will be prompted to unit could see from that
movement. Pressing "1" moves the cursor of the Intermediate/Advanced Game
entera unit number. Press "0" and then square.
one square di rec tly up (north). Pressing Rules for detailed information on Se-
RETURN. The cursor will move to unit quence of Play). ( W) = Highlights all Confederate ob-
moves it one north ea st and so on. jective squares on screen when
number 0, RUSSEL, and access it into the
Move the c ur sor to lo ca tion and Command Menu. Press "Q" to quit the pressed. Pressing any key will
pressthe "V" key Every square that can be unit an d return to the C ur sor Menu. 2.0 OPERATION PHASE then highlight all Union objec-
seen from this location is highlight ed . During this phase you are allowed to tive squares currently on
Move the cur so r to 9,28 and press the
any key to return. SPACE BAR. Move GLADDEN east along move and plot melee combat for all your screen. Pressing any key will
Press the 'T' key You will notice that the mad by pressing "3, 3, 3, and 3". Press troops. Most actions require you to spend then return to the Cursor
the figures or units on the map will disa operation pints (see Operation Costs Menu.
the "N" key and move CHALM ER S along
Table).
2 3
(Z) = Takes you back to the last The game begins with the Confederates receiv-
13 Unit Information (Keyboard) CONFEDERATE UNION ing a bonus turn in which a!l Confederate
square where you accessed a When you pickup a unit, the unit statistics
unit. units receive 13 OP
are displayed beneath the map as shown If you move an artillery unit, it may
2.2 Keyboard Command Menu below: "One" Infantry. not fire until the next phase. Movement
You enter the Command Menu from the CONFED ANDERSON INF 1634 MEN costs during the Night Turn are doubled.
Cursor Menu when you pick up a unit by MSK EFF 4O/50 FF.10 MORAI.E:30 During the second phase of the night
S 1 2
either pressing the Space Bar when the turn, Confederate units have special
cursor is located over a unit or by pressing NONRFD OP:10 MELEE:N AD' N movement capabilities as long as they do
" Two" Infantry
the "G" key and then entering a unit L[CFIT WOODS f) X,Y2,26 FIRE:3,26 6 5 4 not enter an enemy ZOC. They can move a
number. The Command Menu is used to maximum of 16 squares.
move and give orders to your units. The The above display shows that the
commands you may select are listed be- Confederate unit, ANDERSON is IN- 2.5 Stacking
low: FANTRY with 1634 men. Its men are A square may have one or two infantry or
armed with MUSKETS, have an EFFI- Artillery cavalryunits. In addition, it may have one
(0) = Centers map on the unit. ("5" for CIENCY of 40 out of the 50 it began with, artillery unit. Cavalry may overstack
optional IBM key pad.) a FATIGUE of 10, and MORALE of 30. Its while moving, but may not end the turn
(1-8) = Moves the unit in desired direc- status is NONROUTED. It has 10 overstacked. Artillery may never enter a
tion as indicated by the compass. OPERATION POIN T S left and does not square containing another artillery unit.
Artillery plus
("1-3" for optional IBM key wish to MELEE or ADVANCE. The unit is " One" Infantry
pad.) 2.6 Zones of Control
on a LIGHT WOODS (see Menu 2.3) The eight squares surrounding a unit are
(A)dvance = Sets the unit to advance square with an elevation of (2), is located defined as its Zone of Control (ZOC). This
into an adjacent square vacated on square 2,26, and has plotted fire on
Artillery plus • Zone of Control costs enemy u nits 2 extra
by an enemy retreat. square 3,26. The direction compass is lo-
"Two" Infantry operation points to enter or exit. Units
(F)ire = Takes you to the Target Menu cated on the right hand side.
retreating during combat lose more men if
which allows you to set a prior- Units have different shapes on the
forced to retreat into an enemy Zone of
ity fire square. map according to the type of unit (infan-
Control or rout out of an enemy ZOC.
(H)elp = Displays list of commands try cavalry artillery or gunboat) and the
Units may only move from enemy ZOC to
available in this menu. stacking. See Figure 2.3 in the column to Routed
ZOC if the square moved into is occupied
the right.
(M)elee = Plots the units to MELEE com- by a friendly unit. Routed units can never
bat the unit it fires at. 2.4 Moving a Unit with the Keyboard enter an enemy ZOC.
( N)ext = Goes to the next unit on the When you have picked up a unit, you may
Cavalry 2.7 Fire Plots
map in promotion order (this is move it by pressing the number keys. The
Aunit will fire at the closest enemy unit it
the order the units are listed in unit will move in the direction the number
can see unless you have set a priority fire
the Order of Battle). you press lies from the center of the cursor
square. If you target a square two or more
(0)ther map = Toggles between the tacti- compasses below. EXAMPLE: when us-
Gunboat squares away your priority fire will be
cal and strategic maps. ing the standard movement compass
reset to an adjacent enemy unit (which
(below left), pressing the "1" key will
( Q)uit = Puts down the unit and takes may have since moved next to the firing
move the unit up. When using the IBM
you back to the Cursor Menu. unit). To set priority fire, press "F" in the
cursor compass (below right) pressing
(T)errain = Removes units on the map to Figure 2.3 Unit Icons Command Menu.This will takeyou to the
"I" will move the unit down and to the
view the terrain underneath. 'Target Menu and allows you to move the
left.
your unit is next to an enemy unit. Aunit cursor to a target square and press "T" to
(U)nder = Picks up the next unit in the 812 7 8 9 (option for IBM)
adjacent to an enemy recovers I point of set it as the priority target. In the Target
square.
7 3 4 5 6 5= Centers cursor fatigue and efficiency for every 2 Menu, you may also press "V" to view
(V)iew=Allows you to view all squares on map. your line of fire or "E" to exit the menu (in
that you can fire into in a 360 654 123 operation points remaining.
Units may only enter a square if they which case the computer will find a target
degree arc. Moving costs you operation points and for you just before combat). Pressing "N"
fatigue, according to the Operation and have enough OP to pay the movement
(Z) = Abort the actions of the unit you cost. The exception to this is that units are will exit and plot "No Fire" in which case
have currently picked up. The Fatigue Costs Chart. Your units receive 6 the unit will only fire at an enemy unit
to 15 operation points each OPERATION always permitted to move one square if
unit is returned to its original they have at least 2 OPs and if that is their next to it.
square. PHASE as determined by their morale as
modified by a random number. If you only movement that phase (exception: 2.8 Melee Plot
don't use up all your operation points, left ZOC to ZOC.See rule 2.6). Units can't stop If you wish to plot a unit to engage in
over operation points will improve fa- in a square if that would cause it to have melee (band-to-hand) combat, press "M"
tigue and efficiency on a 1 to 1 basis unless too many units (see Stacking 2.5). NOTE: in the Command Menu. The unit will
melee the enemy unit it fired at if it is adja- You will notice that the text below the Press the button again. Move the cur lighted. Press the button to return to the
cent to the enemy unit and has enough map appears as shownbelow: sor to 15,22 . Press the joystick button. Use Target Menu. Highlight "TARGET
operation points. If not, it will not melee. 7962 8'00 AM CO SE 1 8 12 the joystick to highlight "MAP" and press SQUARE" and press the button. Use the
the button. The map will "zoom-out" to joystick to move the cursor to square 11,22
29 Unit Activation GET' UNIT EXIT VIEW OBJ COMSAT 7 03
(over the Union unit) and press the but-
the strategic map. You will notice that all
You may not move units until they
are GO M UNIT MAP MOVE CLEAR ABORT' 6 54 ton. You are returned to the Command
joystick functions are active. You can play
activated. Many Union units and some Menu. Press the button and you will re-
LIGHT WOODS the game on either map. Scroll around the
Confederate ones begin the game inac- turn to the Access Menu. You wi11 see 11,22
map with the cursor and then use "MAP"
tive. You are now in the joystick C r Menu next to the word at the bottom of the
to "zoom-in" to the tactical map.
(you may wish to read Section 3.2). screen. This shows that SHAVER has been
2.10 Untried Units Move the cursor to 9,25. Press the but-
The menu option "MOVE" should be ordered to fire into square 11,22.
Units begin the game
with their Efficien ton and "GET T" becomes high-
highlighted. You may now use the joys- Press the button to return to the Com-
and Morale unknown. This is shown by lighted. Press the button again. The Con-
tick to move the cursor. The joystick can be federate unit there will be accessed. You mand Menu. Highlight "NEXT" and
the ? under these A Morale used to move the cursor up (direction
and Efficienry will be determined when are now in the Access Menu (Section 3.3) press the button. You access the next unit
"), right (direction "3"), down (direc- M the order of battle sequence (the order
they are first engaged in combat. Unit with the unit information for SHAVER on
tion "5"), or left (direction "7"). NOTE: in the back of this rule-
that units are listed
Efficiency is identified as either "G" or the screen
on the joystick, Apple users may book). Press the button to go to the Com-
'R" prior to their first combat. "R" stand Once a unit is access , you may move
have to move the joystick down and to the right mand Menu and highlight "QUIT". Press
for Regular and "G" stands for Green. it by using the joystick and button.
or to move the cursor in direction 5. the button and you exit that unit and re-
Regular units wi11 generally have higher move a unit, use the joystick to move the
Move the joystick to the left (the direc- cursor to where you want your unit to go turn to the Cursor Menu.
morale and efficiency than Green ones. tion the "7" in the movement comp ass lies
and press the button. The unit will move Press the button. Highlight "GO TO
from the "0") and the "7" in the cursor UNIT" and press the button. The number
in a fairly straight line to that square. If
3.0 THE JOYSTICK compass will be highlighted. Hold the there is a road between a unit's current "23" will appear on the screen. Move the
joystick in this position until the cursor joystick until "2" appears. Press the but-
The joystick may be used to move and square and the one it is to move to, the unit
moves to square 13,25. Now move the will move along the road as much as pos- ton. The cursor wi11 move to unit number
give otherorders to your units. This joys- joystick up (direction "1") and hold it
tick option is available in the Basic Game sible. Because the unit will move in a fairly 2, SThWART, and access it into the Access
there
until the cursor is over square 13, 18. to give a Menu. Press the button to go to the Com-
only It may not be used in the Intermedi- straight line, it may be necessary
Release the joystick. When none of the of orders (as shown below) to mand Menu. Highlight "QUIT" and press
ate or AdvancedGames. unit a series
numbers "1-8" are highlighted, press the move it to a desiredsquare. thebutton to qMt the uMt and return to the
The sections below explain those oper- joystick button. When the "0" stops blink-
ations that are exdusiw to the joystick. Move SHAVER in direction "1" for Cursor Menu.
ing, move the joystick to highlight "OBJ" Move the cursor to 9,28 and press the
They do not explain other operations. You two squares and then one square in direc-
and press the joystick button. The Confed- tion "3". By giving two joystick com- button twice. Move GLADDEN east
will have to read the others sections of this erate Objective squares 8.1)
rulebook, excluding the Keyboard Tuto- mands to reach this square, instead of one, along the road by moving the cursor to
that are on the screen will be highlighted. you were able to chose your route of ap- square 13,28 (3,3,3, and 3) and pressing the
rial (Section 1.6) and Sections 2.1 through Press the joystick button again and a
210, for the complete proach. Had you moved the cursor over button. Go to the Command Menu and
Union Objective square that is on the select "NEXT". Move CH AL RS along
the and square the first time, the computer
3.1 A Joystick tonal: Getting Started screen is highlighted. Press the joystick the mad to square 9, 28 (3,3,1, and 3).
would have chosen the route without
After setting the time for the delay loop, button until the "0" blinks. NOTE: If you regardto movement costs or the presence Notice how the uni t is moved to follow the
the programwill go through the begin- press the button too long, you may pass by the path of the road. Go to the Command
of enemy units.
ning phases of the first game turn until blin king 0 to another option. Menu and select "QUIT" to return to the
Mth your last move, a Union infantry
it reaches the Confederate O pe ration Use the joystick to move the cursor unit that was hidden paps up next to the Cursor Menu.
naw #1. until the square is shown at the bot- Confederate. Moving next to hidden units Highlight "ABORT" and press the
The map on the sc ree n has a white tom of the Press the jo yst ick butt on will cause them to appear ( u may wish button and the cursor returns to the last
square exactly in the middle. At the bot- until the "0" stops blinking. Move the to read section 8.3 of the Intermediate/ square fmm which you accessed a unit
tom of the you see lines of text joystick to highlight "VIEW" and press rules to learn more about hid- with the "GET UNIT" command. Move
Advanced
which indicate the phase, time, and day the button. Every square that can be seen " den units and line of sight.). the cursor to 5,27 and press the button
among other things. You are now in what From this location is highlighted. Press the Press the button (while "0" is high- twice to access S TT ARC Move the
is called the Cursor Menu. button to continue. lighted) and the Command Menu will unit to square 4,21. Notice how the unit
Looking at the text on the bottom, you Move the joystick to highlight appear Move the joystick to highlight moves up the road in directions "1,1, 1, 1,
will notice ',Y:20, " on the last line. "CLEAR" and press the button. You will "FIRE" press the button, and the Target 1, 7, and 1". At the end of the move, go to
This indicates the column and mw on the notice that the figures or units on the map Menu will appear. This menu allows you the Command Menu and select
map where the white square (the cursor) will disappear revealing the nature of the an enemy unit. Highlight "VIEW
to target "ABORT". You will see the unit move it-
is currently situated. If you move the cur-
terrain beneath them. Press the button to LOS" and pressthe button and you will
thew numbers will change. continue. see all the squares you may fire at high-

6 7
self back to its original square. (If in the played below the game map along with When in the Access Menu, informa- FIRE = Takes you to the Target Menu
process of moving you uncover hidden the day, phase number, and time of day tion on the accessed unit is displayed which allows you to set a priority fire
units, you will lose 4 operation points
ABORT = Takes you back to the last BENEATH THE MAP as shown below: square.
when you select "ABORT".) This is handy
square where you accessed a unit. MELEE = Plots the units to MELEE com-
when you make a mistake and wish to cONFII7 SHAVER M 2360 MEN IBM
"take back" a move and move a unit CLEAR = Removes unit shapes from the MSK E;56/66 rAT:10 MORALE46 812789 bat the unit it fires at.
somewhere else or when the computer map so you can see the terrain NONKr6 OP:13 MEC.HEN ADVANCEY 7 0 3 4 5 6 NEXT = Goes to the next unit on the
has moved your unit along a route you do underneath. map in promotion order (this is the
ROAD (2) x,30.23 NOPLOT 6 5 4 125
not like. Select "QUIT" to return to the COMBAT = Takes you to the Combat order the units are listed in the Order
Cursor Menu. Phase. Press this key when you are The text identifies the unit as the Confed- of Battle).
You are now ready to enter the Combat finished moving and giving orders erate brigade commanded by Shaver. It is
OTHER MAP = Toggles between the tac-
Phase. During the combat phase you to all your units. an infantry unit and has 2360 men. The
tical and strategic maps.
should see the artillery fire first and then unit is armed with muskets. Its current
EXIT = Exits the Joystick Cursor Menu efficiency is 5fi out of a maximum possible OTHER UNIT = Picks up the next unit in
the infantry. Please note that even those and returns you to the Keyboard the square.
units you didn't target for will fireontheir efficiency of 66. The unit ha s a fatigue of 10
Cursor Menu. QUIT = Puts down the unit and takes
own if they can. and its current morale is 46 (Morale equals
GET UNIT = Picks up the unit under the Current Efficiency minus Fatigue). It is on you back to the Cursor Menu.
You may fight hand to hand (melee) if cursor to allow you to give it com-
you: a level 2 road square at location 10,23. It RETURN = Returns you to the Access
mands. If two or more units are in has no fire plotted. The movement com- Menu,
• are next to the enemy the square, you will pick up the first
• have targeted that enemy for fire passes are shown to the right of the dis- CLEAR = Removes units on the map to
unit. You are now in the Access play The IBM compass will appear in-
• have pressed "M" in the Command Menu (see below) for that unit. view the terrain underneath.
Menu for that unit stead of the standard compass only if you
GO TO UNIT = Upon selecting this op- VIEW = Allows you to view all squares
• and have enough operation points to are using an IBM compatible system and
tion, the number 23 will appear on that you can fire into in a 360 degree
do so (see section 2.4 and 2.8 and also have chosen this movement option.
the screen. Use the joystick to step arc.
look at the Operation Costs table). TheAccess Menu permits you to move
this number up or down to input a the accessed unit to a square by using the 3.5 Joystick Fire Menu
number corresponding to one of joystick to move the cursor to that square This menu is entered from the Command
If you were actually playing a game,
your units (see Order of Battle). The and then pressing the joystick button. The Menu when the FIRE option is selected.
you would select "COMBAT" from the
cursor will go to that unit and access accessed unit will then move to the chosen Options in this menu may be selected by
Cursor Menu and then "YES" to enter the
it, putting it into the Access Menu square (assuming this is a legal move). highlighting them and pressing the joy-
Combat Phase. You may use the joystick
(see below). When the 0 in the middle of the Move- stick button. The following options are
to toggle between "YES" and "NO" and
then press the button to make your selec- MAP = Toggles between the tactical and ment Compass is blinking, use the joys- available from this menu:
tion. strategic maps. tick button to toggle from the Access
Menu to the Command Menu. EXIT/ERASE PLOT = Selecting this op-
After the Combat Phase, you are given MOVE = Moves the cursor in the direc- tion will set your unit for a NO PLOT
the opportunity to save the game by se- tion highlighted on the compass on 3.4 Joystick Command Menu and return you to the Command
lecting "YES". Select "NO" and the game the lower right hand side of the dis- You enter the Command Menu from the Menu. A NO PLOT means that the
will enter the next Operations Phase for play Once a direction is highlighted, Access Menu by pressing the joystick computer will select a target for that
the other player. When the second Com- press the joystick button to move the button at any time while the movement unit to fire at.
bat Phase is completed, the game will cursor numbers at the bottom right of the screen NO FIRE = Orders your unit not to fire.
display up-to-date losses and a new turn OBJ = Highlights all Confederate objec- are NOT highlighted. While in the Com-
begins with the Command Control Phase This permits the unit to rest and re-
tive squares on screen when pressed. mand Menu, you may select the following cover efficiency The unit will fire if
(see Section 3.0 of the Intermediate/Ad- Pressing the joystick button will then options by highlighting them: an enemy unit is adjacent to it.
vanced Game Rules for detailed informa- highlight all Union objective squares
tion on Sequence of Play). ABORT = Aborts or cancels the actions TARGET SQUARE = Permits you to se-
currently on screen. Pressing the
of the unit you have currently ac- lect a square for the accessed unit to
3.2 Joystick Cursor Menu button will then return to the Cursor
Menu, cessed. The unit is returned to its fire into. After selecting this option,
You are using the Joystick Cursor Menu original square. use the joystick to move the cursor
when press '7" from the Keyboard Cursor VIEW = Highlights all the squares that a over the square you want to target
unit could see from that square. ADVANCE = Pressing the button when
Menu. You return to the Joystick Cursor an "N" appears next to this option and again press the joystick button.
Menu from the Joystick Command Menu 3.3 Joystick Access Menu and Unit will give the accessed unit orders to This will give the accessed unit or-
by selecting "QUIT". When in the Joystick Movement advance into an adjacent square that ders to fire into this square and re-
Cursor Menu, you may execute (select) You enter the Access Menu from the Cur- an enemy unit retreats from, Pressing turn you to the Command Menu.
the commands shown below by moving sor Menu when you access a unit (GET the button while a "Y" appears next (NOTE: Your unit will only fire into the
the joystick to highlight them and then UNIT or GO TO UNIT). You enter the to the option orders the accessed unit indicated square when it contains an en-
pressing the joystick button. An abbrevi- Access Menu from the Command Menu to not advance. erny unit and i f your unit has sufficient
ated version of this menu will be dis- when RETURN is selected. OP to fire_ Units ordered to fire into a
n onadja cen t square will instead fire into 4.0 COMBAT PHASES 5.0 FMIGUVEFFICIENCY not enter
an enemy they can move a
an adjacent square that contains an en- m ax i mum of 16 squares.
During this phase, all fire phases and A it's fati gu e rating is a m ea sure of how
emy unit).
melees are resolved. Casualties are taken. tired it is. It gains fatigue when it moves
VIEW Selecting this option will and loses efficiency when it tak es 8.0 HOW TO WIN
cause those squares that are both 4.1 Fire and Melee Phases See the Fatigue Gain/Efficiency Loss
within the Line of Sight (L ) and There are a total of five fire phases, two Players vi ctory points. A score is
Table for details. Fatigue and efficiency calculated
by subtra cting the Con federate
maximum fire range of your unit to retreat/advance phases, and one melee ha ve a semi-proportional effect on fire
phase during a combat phase as outlined points from the Union. You may examine
be highlighted. strength (see Modifier at back).
below: the map and look at the units of both sides
3.6 Stacking Efficiency minus fatigue equals morale. when the game has end ed .
• Defensive Artillery Fire Phase Since gaining fatigue lowers mor al e, you
may have one or two infantry or
A square • Offensive Artillery Fine Phase
cavalry units. In addition, it may have one may raise morale by losing fatigue. 8.1 Victory Points
• Defensive Fire Maw lose fatigue/recover efficiency by having Players
receive points based on enemy
artillery unit. Cavalry may overstack • Offensive Fire Phase
while moving, but may not end the turn left over operation points in the middle casualties according to the schedule be-
n Retrea t Phase/Advance Phase and at the end of a turn. One operation low:
oversto ck ed . Artillery may never enter a • Defensive Melee Fire Phase
square containing another artillery unit. point wipes out one fatigue point (two n 1 pt per Infant rym an/Artilleryman
• Melee Phase operation points wipe out one fatigue
n Ret rea t Phase/ Advance Phase lost
3.7 Zones of Control point if next to an enemy uMt).Aunit will • 15 pts per captured Infantryman /
The eight squares surrounding a unit are rec over 70% of its lost efficiency during A rti lleryman
definedas its Zane of Control (ZOC). This Units will fire if they have a line of the End of the Day Phase. Also during this
sight and are within range of the target n 2 pts per Cavalryman Lost
Zo ne of Control costs enemy units 2 extra phase, units lose their fatigue completely n 3 pts per captured
Caval rym an
operation points to enter or exit. Units unit. Ra nges of wea pons are found in the
Ylbapon Range /Casualty
Table. All fire • 100 pts per Artillery Gun lost
ret reating d uri ng combat lose more men if
forced to retreat into an enemy Zone of phasesautomati ca lly resolved by the 6.0 REINFORCEMENTS • 150 pts per capturedA rit llery Gun
Control or rout out of an en em y ZOC. co mputet Ea ch side rec ei ves rei nforcements acco rd NMDERATE OBJECTIVE UNION OBJECTIVE
Units may only move from enemy ZOC to Yo u will see the names of the firing rd er of Battle Appendix).-ingtoheO SQUARES SQUARES

ZDC if the square moved into is occupied units and their targets on the screen along The Union will not receive any reinforc e- 10,18 =1000 pts 5, 23 = 1000 pts
by a friendly unit. with their casualties. Numbers in paren- ments from Buell's Corps while Pittsbu rg 15,16 =1000 pts 5, 29 = 3000 pts
theses re fe r to artillery guns lost. Units Landing is in a Confederate 6.0 20,19 =1000 pts 14,27 =1000 pts
3.8 Melee Plot that will retreat or rout during the Ret reat M the advanced rules for how this works. 20,13 =1000 pts
If you wish to plot a unit to engage in Phase will be so indicated by a message. If an entry square is occupied by an enemy 16,14 = 1000 pts
(hand-to-hand) combat, select Me-
melee unit, the reinfo rci ng units will be delayed 25,8 = 3000 pts
lee the Command The unit will 4.2 Rout and Rally
lnfantry and cavalry units will change to until the entry square is free of enemy 20,8 =1000 pts
melee the enemy unit it fired at if it is adja- units. NOTE: The Confederate player loses 13,10 =1000 pts
cent to the enemy unit and has enough the rout shape and retreat when their
morale breaks (artillery never routs). efficiency if he fails to take
Pittsburg Landing 25, 7 = 3000 pts
operation points. If not, it will not melee. by the end of the first day of battle.
There is a chance of b reaki ng when morale To receive points for an objective square,
3.9 Unit Activation is less than 15. Units with a morale below you must contml it. Control is determined
You may not move units until they are 4 always rout. Units having less than 81 7.0 END OF THE DAY during Reinfo rcement Phases. To control
acti vat ed. Many Union units and some men will automatically rout when they PHASE an objective square, you must have 3000
Confederate ones begin the game inac- take losses. EXCEPTION: A unit which men in or adjacent to it without any en-
tive. loses less than 10 Wren will not rout even if its This phase occurs after the night turn.
D ur ing this phase, units low In emy units b ei ng in or adjacent to it. It is not
moraledrops below 4 as a result. nec essary to k ee p units in or n ex t to a
3.10 Un tri ed U ni ts Eve7 time a unit muts, any other units addition, units recoverefficiency to
Units begin the game with their Efficiency half of the difference b et wee n their start- square to maintain con to r l. How ev er
stackedin the square with it lose 15 points control is lost if any enemy unit, rega rd
and Moral e shown by
from their efficiency. Units stacked in a
ing efficiency c ur e rnt efficiencyUnits
the ? under these A unit's Morale will also automatically fortifyduring this es s of is in or adjacent to the ob jecti ve-l
square a muted unit retreats into lose 8 sq uare during a Reinforcement Phase.
and Efficiency will be determined when phase from 0 to 2 fortification points
efficiency points. NOTE: A unit's efficiency
they are first engaged in combat. Unit will never drop below 20 based on fatigue, efficiency and enemy 8.2 'Victory Levels
Efficiency is identified as either "G" or To have a chance to rally a unit must Units with a fatigue of 40 or more At the beginning of each turn, a display
'R" prior to theirf irs t combat. "R" stands have a minimum current morale of 31 and
will not fortify Units with a fatigue of will appear on the screen showing victory
for Regular and "C" stands for Green. gre ater than 20 and in an enemy ZOC will
levels and the scores needed to attain
a minimum current efficiency of 40.
Regular units will generally have higher Therefore, units which start the game not forti fy those levels. •
morale and efficiency than G ree n ones. with an efficiency that is less than 40 will During the second phase of the night
turn, Confederate units have sp ec ial
never recover from a rout (current effi-
ciency can never exceed original effi- movement capabilities. As long as they do
denry).
10 11
1.9 Units
There are four unit types in the game: in-
fantry cavalry gun boats, and artillery
INTERMEDIATE AND ADVANCED Ridge
^^ Ravine Each unit is rated for manpower (and
(blue/ guns for artillery), efficiency fatigue,
GAME RULES (orange)
orange) morale, weapon type, ammo, mode, fac-
ing, operation points, command control,
rout status, and disruption status. Units
Creek
IIUIIII Stream arerepresented by specific graphic shapes
(blue) (blue) depending on unit type and stacking. See
1.0 INTRODUCTION 1.5 Starting the Game (Apple) Figure 1.9 below. On your screen, Union
Su oH: CRANr's TxiAi. IN THE Wasr is a To begin the game, boot your game disk Sunken
Road symbols are blue (EXCEPTION: gun boats
grand-tactical level game of the first large with the front side up and the game will Road k are white) and Confederate symbols are
battle fought in the Weste rn Theat re of the start automatically If you a re using an (white) (white/ white (Apple color version. Other versions
Civil War. This battle was the South's best Apple with a CAPS LOCK key, keep the orange) may vary). Note that the symbols will
chance to w re st control of the West from CAPS LOCK key down throughout the change shape to reflect different facings
the North. The Confederates achieved game. The first menu you see prompts
•' - Peach - v Swamp and stacking combinations.
near total surprise and nearly wrecked the you to indicate if you a re using an accel- Orchard — (green/ Each unit represents a brigade (or a
careers (and army) of the famous Union .. (green) Y blue)
demibrigade if it has been divided into
erator board, a Speed Demon, an Apple Il
generals Ulysses S. Grant and William T GS, or a system with no speed up board. "A" and "B" units). A unit is named after
Sherman. Press the number next to the choice that is Shiloh its brigade commander with an "A" or
Ford Church
1.1 Overview of the Game correct for your system. NOTE: Older ver- (blue) "8" designation attached for demi (half)
sions of the "Speed Demon" that do not con- (white) brigades. Divisional and corps command-
Each game turn re p re sents one-and -o ne-
half hours of re al time. The execu ti on of a tain the dip switches may not work properly s may also be attached to units. The bri-
game turn includes rally, movement, with this game. ^^i • Heavy • Light gade commander is assumed to be pres-
mode changes, facing changes, and re so- n•+ Woods Woods ent at both A and $ units of his brigade.
1.6 Starting the Game (IBM) (green)
lution of artillery fi re, offensive fire, de- To be gin the game, remove the BASIC
(green)
fensive fire, melee, ret reats, and advances. cartridge (if using the IBM JR) and insert
your 2.0 to 3.2 DOS disk in the drive. Since
1.2 Talking to the Computer Figure 1.7 Terrain Symbols
To select a routine from a menu or answer you need a formatted disk to save a game,
a YES/NO question, just press the desired you may wish to make one before you sents 200 yards f ro m side to side. The
boot the game. Turn on the computer sys-

••
key. various terrain depicted includes clear,
tem. Press ENTER until you see the ready light woods, heavy woods, ford, ri dges, Infantry Routed
1.3 Starting the Game (Commodo re 64) ">". Insert your game diskette. Type roads, creeks, peach orchard, sunken
To begin the game, insert the game disk START, press ENTER, and the game will road, streams, ravines, river, and b ri dges.
and type LOAD "*",S and press RE- boot. The IBM version has additional Two elevations are represented by
TURN. When READY appears, type RUN menus that allow you to choose the 10-key contour lines. See Figure 1.7 for terrain ^ Two' _ Infantry
and press RETURN. option (movement compass using "8" for symbols. infan t ry
1. 4 Starting the Game (Ata ri )
moving north instead of standard "1"), 1.8 Saving a Game
r- _____________ Artille ry
adjust the screen to the right or left, and At the end of each combat phase, the q n/ 'Two "
Remove all cartridges from your com- select a color palette. On these menus,
puter. Boot-up the front side of the disk computer will allow the player(s) to save Limbered
Limbered Infantry
simply press the key that corresponds to the game in p ro gress. You will need a Artillery plus
(800 XL and 130 XE owners will have to the desired option. For your convenience,
hold down the OPTION key when they this disk contains no copy protection. This separate, save game disk to store the • Artillery
turn on their computer to boot). A ft er se- allows you to make a back-up copy of the
saved game data. Players must initialize
lecting the starting values for your game, their blank disk from within the program t]nlin' eyed
game disk and facilitates transferring the Artillery
you will be instructed to insert the Game as offered by the Save Came Menu. (IBM
game disk to a hard drive system. You owners must use a previously formatted
Side of your disk. should have a formatted disk handy to disk.) Once a game is saved, you may re Column or Gunboat
save games in progress. -stariheponwyulft.Yo • Mounted
1.7 Game Scale and Map may not change selected options when n Cavalry
There are 15 turns in the game, each rep re you re start a game in p ro gress.
ro m-sentigoadhlfurs Figure 1.9 Unit Symbols
8:00u to 6:30n.M plus the night of April 6
and 7, 1862. The map is situated on a
30 x 30 square grid. Each square repre-
12 13
1.10 Changes from "Rebel Charge at
Chickamauga" • There is extended movement for Con- the options selected in your saved game. • The "I" option allows for variable
If you have played RESET. CHAxcE A' CHIcxA- federate units during the second phase of When you select the "SAVED GAME" Union reinforcement arrivals. Units may
MAze;A, you will find SHILOH: GRANr's the night turn as long as they do not enter option and press RETURN, you will be appear up to two to eight hours earlier or
Ttuwi. rtv zxc WEST plays similarly. The fol- an enemy ZOC. prompted to insert your saved game disk- later. Level 3 is historical with no changes.
lowing changes have been made. • Units may not move (although theycan ette and type in the name of the file (you Levels I and 2 allow for earlier times and
change formation, fire, etc.) until they are will be allowed to view a list of files on the later times respectively by a random of 0
• Units which begin the game with an ef- activated. Many Union units and some save game disk if you wish). You may not to 2 turns (level I earlier and 2 later). Level
fectiveness below 40 cannot be rallied. Southern units begin the game in inactive change game options when you boot up a 4 allows fora random of 0 to 2 turns earlier
Once they rout, they remain routed for the status. saved game. to later arrival. Level 5 allows for 0 to 4
rest of the game. n Options "B" and "C" allow you to set turns earlier to later arrival. The authors
• When a unit routs inside an enemy 1.11 Parts Inventory the Confederate or Union player to be and playtesters recommend that once
Zone of Control (ZOC) it will lose 5 % of its Your game should contain the following controlled by a human or the computer. players are acquainted with the system,
number to capture. parts: they should play with option level 5. This
a. Game box • Option "D" gives you a choice of three truly recreates the uncertainty of a battle
• Rout will not occur if a unit suffers less games of varying complexity The differ-
than 10 casualties. b. Rule book where commanders did not know the size
c. One 5 1/4' game disk ences are explained under the appropri- of the opposing force or how quickly they
• Gunboats can travel in river hexes d. One map card ate headings of this rulebook. The INTER- would be reinforced.
which are impassible to other units. MEDIATE Game is the same as the AD-
• The cannons on gunboats are capable VANCED Game except for the deletion of • The "J" and "K" options allow for vari-
of indirect fire. This means that they do gsJ ammunition supply, leaders' command able amount of ammo received by the
not have to have a line of sight to a target in Si-imox: GRANr's T[ u. IN THE WEST is a two- control and voluntary fortification. individual units. Level 3 is historical with
order to fire on it. Pressing the "V" key sided game — Union vs. Confederate. levels 1 and 2 giving progressively less
• Option "E" allows you to play a game ammo and levels 4 and 5 giving progres-
while a gun boat is accessed in the Com- Both sides may be played by either a where only known enemy units of both
mand Menu will highlight the squares human player or the computer opponent. sively more ammo.
sides will appear on the map during the
into which they can fire. combat phase. Hidden units will also • The "L" and "M" allow players to ad-
2.1 Determining Conditions of Play just the initial efficiency of their units.
• Gunboats can neither initiate melee nor After the title screen display and demo become visible when moved adjacent to
be engaged in melee by an enemy unit. during the Operation Phases. It is strongly Setting this option at 1 reduces units' effi-
option, the player(s) must determine the ciency by 10. Setting it at 2 reduces effi-
• The Confederate player gets one addi- conditions under which the game will be recommended that you play the game
with this option to realistically portray the ciency by 5. A setting of 3 makes no effi-
tional operations phase at the beginning played from the menu below Press "A-
"fog" of war. ciency change. A setting of 4 or 5 increases
of the game. This means that the Confed- N" to make your choices. Press RE- efficiency by 5 and 10 respectively
erate player will have two operations TURN/ENTER when your choices are • Option "F" gives the black-and-white
phases and two combat phases before the made and you are ready to continue. (The • Option "N" selects the full, two-day
or monochrome user better-suited unit campaign game scenario, or the shorter,
Union player gets a phase. default settings are shown in BOLD). shapes. Atari owners are given the option
one-day scenario. The victory point con-
• Turns represent one-and-one-half A) NEW GAME SAVED GAME of a one- or two-drive system here. C-64
ditions are changed when the one-day
hours rather than two hours. S) UNION HUMAN COMPUTER owners are allowed to choose between
scenario is chosen.
• Untried Units. At the beginning of a light blue or dark blue for the Union color.
C) CONFEDERATE HUMAN COMPIJTkR
battle, a player will not know a unit's • Option "G" allows you to play with After you have chosen your options, a
D) BASIC INTERMEDIATE ADVANCED series of displays showing casualties for
morale or efficiency until after it has been HIDDEN UNITS NON-HIDDEN icons (figure profiles) or symbols (bars).
E) men, guns, leaders, and objectives will be
engaged in combat. The player will only Symbols are recommended for INTER-
F) COLOR TV BLACK/ EFFE presented on the screen. Press RETURN
know if a unit is G (Green) or R (Regular). MEDIATE and ADVANCED play since
Green units are formations which had not G) ICONS SYMBOLS
they show facing and mode changes. to continue. You will then be asked to set
been in battle prior to Shiloh. H) LEVEL OF PLAY 1 2 3 4 5 the delay loop for the displayed messages
Icons are automatically used for the BA-
1) UNION ARRIVAL 1 2 3 4 5 for this turn. (Use 4 or 5 with a speed-up
• OnIy demibrigades receive the mad SIC game.
J) UNION AMMO 1 2 3 4 5 card.)
movement bonus. • The "H" option selects the difficulty
• The nonphasing player's units retreat K) CONFED AMMO 1 2. 3 4 5 level. Level 3 is historical and makes no 2.2 Historical Set-Up
first. L) UNION EFF 1 2 3 4 5 modification to either side. Levels 1 and 2 At the start of the game, the computer will
• During turns 2 and 3, large numbers of M) CONFER EFF I 2 3 4 5 favor the Confederate player (level 1 more assign all combat forces to their locations
Confederate troops are considered to be N) CAMPAIGN SCENARIO April 6-7 so than level 2). Levels 4 and 5 favor the the morning of April 6, 1862. All units
looting the Union camps. FIRST DAY SCENARIO April Union (5 more so than 4). Levels affect the have been historically placed.
casualties inflicted in fire and melee com-
• The "A" option allows you to select a
bat. Please note that you should play an
new game or continue with a game in
easy level of difficulty the first few times
progress. When you select a saved game, you play the game. Level 3 is a challenge.
the options on the menu are defaulted to

14 15
3.0 SEQUENCE OF PLAY There is a maximum cost for the "OTHER than a 0.5 rating. The command control of 5.0 RECOVERY/RALLY
HALF OF BRIGADE" of 20 command artillery and cavalry units are not affected
1. Command Contml Phase points (4 squares). The maximum cost for PHASE
by leader proficiencies. Artillery always
2. Recovery/Rally Phase the "DIV. CMDR." is 35 command points Units in this phaserecover from disrup-
has a command control of 1.0 and Cavalry
3. Reinforcement Phase (7 squares). The maximum cost for the tion and attemptto rally They also have a
always has a command control of 1.2.
4. Confederate 1st Operations Phase "CORPS CMDR." is 10 for the Confeder- chanceto receive ammunition. Units are
The leader bonuses are further modi-
5. Confederate 1st Combat Phase ate units and 5 command points for the automatically rallied during the night
fied as follows: On turns 1-3, 20 points are
6. Union 1st Operations Phase Union units (10 squares). The range and (Rally Phaseof the 8Am turn.)
subtracted from the bonus of the Union
7. Union 1st Combat Phase
values above are used to determine the leaders. On turns ten points are sub-
8. Mid-Turn Recovery Phase 5.1 Rally
base command control rating. If a unit is in tracted from the bonus of the Union lead- Units that are routed will attempt to rally
9. Confederate 2nd Operation Phase or next to the square which contains its ers. On 10 points are addedto basedon morale, command control rat-
10. Confederate 2nd Combat Phase
corpscommander, the command cost for the bonus of the Confederate leaders. ing, and a random number. Units with a
11. Union 2nd Operation Phase
its divisional commander will be based on morale of less than 31 or an efficiency of
12. Union 2nd Combat Pha se the range to its corps commander instead 4.3 Operation Points
13. End of Day Phase (Turn 8 only) less than 40 will not rally. All routed
units
(unless it is in the same square with its A unit's operations points on any particu-
14. Victory Determination Phase on the 8AM turn will automatically rally
divisional commander). The effect of this lar turn are determined by its Command
(their fatigue is reducedto 0 during the
is to permit a player to separate a division Control rating, its Morale, and a random
night) except that units which began the
into two parts and use the corps com- number as illustrated in the following
4.0 COMMAND CONTROL game with an effectiveness below 40 will
mander to maintain the command control table:
COMMAND never rally. See the Rally Table at the end
During this phase, all units make a range rating for the part of the division that is CONTROL 90 MORA LF 60 MORALE 90 MORALE of this rulebook for more details.
check to their appropriate division and away from the division commander. .5 6 6 6
corps leaders and receive a command The base command control rating is 5.2 Ammo Replenishment
control rating of 0.5 to 1.5 based
on this determined by dividing the command .6 6 6-7 7-S Ea ch unit has a maximum car ryi ng capac-
range, a random number, and the pmfi- points cost into the constant 28. (Base .7 6-7 7-S 8-9 ity of 4 ammo points. If a unit is at its
denry ratings of the leaders. The com- command = 28/command points costs). maximum or is routed, it will not be re-
.8 7-8 8-9 9-10
mand control rating affects strength, The number derived is rounded up or suppli ed . In addition, a unit has a 6%
operation points and ammo re- downto fit between the range of 0.5 to 1.5. .9 9-10 10-11 chance of receiving no ammo. The higher
supply. Please note that command control See page 29 for examples of how to calcu- 1.0 9-10 10-11 11-12 the command control, the greater the
only once per game turn. In the
is checked late command control. chance of receiving more than one ammo
1.1 10-11 11-12 12-13 point.
Intermediate game, units are randomly
4.2 Leader Bonus and
assigneda command control of 0.9 to 1.2. 1.2 11-12 12-13 13-14 Units are automatically resupplied to
Com ma nd Control
Union command control will be lower for the maximum on the 8AM turn of day 2.
Each leader has a bonus rating that is 1.3 12-13 13-14 14-15
the first few turns of the game. Reinfor-
modified by a random number each turn. 1.4 1 14 14-15 15
cing units receive an automatic 1.5 rating 6.0 REINFORCEMENT
The modified bonus is a number from 0 to
for the first turn on the map. In the Ad- 1.5 14-15 15 15
vanced Game, cavalry has a command
70+. This number determines the effect PHASE
the leader has on units under its com- Amit's strength is modified by multiply- Reinforcing units automatically receive a
control value of 1.2 and artillery has 1.0
mand as shown by the chart below The Mg it by itsCommand Control .The small- command control rating of 1.5 for the first
regardless of leader range.
from a unit's base
effect is subtracted com- est Contml modifier
that will turn (both phases) they are on the map.
4.1 Range of Leaders mand control. be applied
is 0.5 and the maximum is 1.5. See Order of Battle for the order of appear-
The chart below shows the cost in com- EXAMPLE: a unit with a strength of 500 men ance.
RANDOM PLUS MESSAGE GIVEN and a Command
Control of 0.9 would hare an
mand points per square the leader is from RATING ON SCREEN Union reinforcements from Buell's
the infantry unit making the range check. -0.3 Leader consednl ledim st rength of 450 before any ot her Corps will arrive at Pittsburg Landing
A range check is also made between the 31 8 -0.2 Leader indecisive!! mot h (500 x 0.9 = 450). (squares 25,7 and 25,8). A maximum of 8
two halves of a brigade if the brigade has 4 70 = -0.1 Leader cautious! A unit's ability to rally and resupply units can stack in these two squares.
been divided into demibrigades. 70+ 0 Leader confident. with ammo is also affected by its Com- Union reinforcements will be delayed
OTHER HALF DIV. CORPS
mand Control rating. while thesetwo squares are in aConfeder-
OF BRIGADE DR. Each unit will be affected by both its divi-
ate ZOC.
Comma nd Po Cmt 5 5 I Con . sional
and corps commander. A unit will
Per Square OS U nion Other reinforcing units will be de-
lose 0 to 0.3 from its base command con-
layed while their designated entry
tm1Mr each leader. Thus a unit with a base
squares
are enemy occupied. L.Wallace's
command of 1.3 may end up with a com-
division can also come on at either 12, 0 or
mand control number from 0.7 to 1.3 after
21,0 if their entry square of 13,0 is enemy
receiving the effects of its divisional and
occupied.
turps leaders. A unit will receive no less

16 17
(SPACE BAR) = Accesses first friendly The second display above shows that the (L)eader = (Advanced Game Only) Dis-
7.0 OPERATION PHASE Confederate unit, Anderson, is INFAN-
unit in square. Command Menu plays a menu with the name of
During this phase players may perform a TRY with 1634 men. The unit has a FORT the divisional or corps com-
for that unit is now active.
variety of actions including movement, value of 0, is not routed, and has COM- mander attached and allows you
double-time marches, fire and melee (W) = Highlights any Confederate Ob-
jective Square currently on the MAND CONTROL OF 1.2. Its weapon to transfer that leader if you de-
plots, leader transfers, mode changes, and type is MUSKET, and its MORALE is
screen. Pressing any key will sire. The menu also allows you
facing changes. unknown (?). The unit belongs to Bragg's to go to the divisional or corps
then highlight any Union objec-
7.1 Cursor Menu tive square currently on the Corps. It is on a light woods square with commanders.
You are using the Cursor Menu when you screen. Pressing any key will an elevation of 2 with X, Y coordinates (M)elee = Plots the unit to melee in the
first enter the Operation Phase. You return then exit to the cursor menu. 2,26. It is not plotted to fire. direction it is facing.
to the Cursor Menu from the Command (Z) = Abort. The cursor will return to the 7.3 Command Menu (N)ext = Accesses next unit in the unit
Menu by pressing the "Q" key. When in last square where a unit was ac- You enter the Command Menu from the order (the unit orders are listed
the Cursor Menu, you will see the follow- cessed. Cursor Menu when you pick up a unit by in the Order of Battle).
ing menu below the map. The day, phase either pressing the Space Bar when the (0)ther map = Toggles between tactical
number, and time of day are also dis- Also displayed in the Cursor Menu is the
terrain type, elevation, and X, Y coordi- cursor- is located over a unit orby pressing and strategic map.
played. In this menu you may do the ac- the "G" key and then entering a unit
tions listed below: nates of the square. The time, date, phas- (P)age = Displays the other page of unit
ing player, and phase number is also number. The Command Menu is used to statistics.
(0) = Centers map at cursor ("5" for op- shown. move and give orders to your units. The
(Q)uit = Exits Command Menu and goes
tional IBM key pad). commands listed below can be enacted by
7.2 Unit Statistics pressing the appropriate key in either to Cursor Menu.
(1-8) = Moves cursor in desired direc-
When you access the first unit in a square, page of the unit statistics. (R)eorganize = Will divide the unit into
tions ("1--9" for optional IBM
you will see the following display (ex- an "A" and a "B" unit or will re-
key pad). (0) = Centers map on unit ("5" for op- combine an "A" and a "B" unit if
ample):
(C)ombat = Exits to Combat Phase (Press tional IBM key pad) in the same square and of the
CONFF.() ANDERSON INF 1634 MEN 8 1 2
this key when you are finished (1-8) = Moves unit in desired direction same brigade.
DS:lti AMM4:4 MEL:N FIN EF:?/G 7 3
moving and giving orders to all as indicated by the compass,
NORMAL OP:13 DIR2 ADV:N 6 5 4 (S)tatus = Changes the mode of the unit.
your units). LIGHT WOODS (2) x,18 2,26 NO PLOT changing its facing automati-
(T)errain = Removes units on map to
(G)et unit = Upon pressing the key you cally ("1-9" for optional IBM
The display above shows that the Confed- view terrain underneath.
will be prompted to input a key pad).
number corresponding to one of erate unit, Anderson, is INFANTRY with (U)nder = Accesses next unit in the same
1634 men. It is not DISRUPTED, has 4 (A)dvance = Plots the unit to advance if
your units (See Order of Battle.) square.
ammo points, is NOT plotted for MELEE, given the opportunity in fire
The cursor will go to that unit phases or melee. (V)iew = Allows you to view all squares
and access it, putting it into the has a FATIGUE of 0, and an unknown the accessed unit can fire into
EFFICIENCY Its efficiency will remain (B)uild = (Advanced Game Only) Builds
Command Menu. (squares are highlighted).
unknown until its morale is tested in one level of fortification.
(0)ther map = Toggles the map between (X) = Double Time (adds to the unit
battle. The G to the left of the / means the (D)irection =Prompts you to input a new
tactical and strategic more operation points by in-
unit is green and has never been in battle facing (1-8) for the unit. ("1-9"
(P)age = Second menu. On this menu creasing fatigue).
before. The unit is in NORMAL mode, has for optional IBM key pads).
will be displayed the number of 13 remaining OPERATION POINTS, is (Z) = Abort move. The unit you have
(F)ire = Takes you to the Target Menu
recons you are allowed to con- facing DIRECTION 2 and is not plotted accessed will return to its origi-
which allows you to set a prior-
duct, along with other com- for ADVANCE. It is on a light wood nal square, facing, and mode
ity fire square.
mands. If in this menu, "P" will square with an elevation of 2. The unit with its original operation points
switch you to first menu, (H)elp = Displays Help Menus and fatigue (unless it reveals a
occupies the square with X, Y coordinates
(R)econ = Pressing this key when the 2,26 and is not plotted to fire. There is a (I)nverse division = All units that belong hidden unit).
cursor is over enemy units will compass showing directions of move- to the same division as the ac-
You should study carefully the com-
display an approximate strength ment and facing. cessed unit will be inversed. The
square with the divisional leader mands above. Proper use of the com-
of the unit(s) in the square. A second page of unit statistics maybe mands greatly facilitates the playability of
accessed by typing ` `P' will be inversed and blinking.
(T)errain = Removes units from the map the game. Note that the "Z" key in the
CONED ANDERSON INF 1634 MEN (Advanced Game: When you
to see terrain. Command Menu allows you to take back
FORFO NONRTD CC:1.2 press this key you will also be
(V)iew = Prompts you to indicate a di- a unit's move or action (except that 4 OP
MSK MHL: ? LEADER: BRAGG able to set the fire plots of all
rection and then highlights the are spent when the unit uncovered a hid-
LIGHT WOODS (2) X,' 2,26 NO PLOT units in that division to "No
squares that can be seen from den enemy unit). Notice how it differs
Fire" or "No Plot.")
that square. from the "Z" key in the Cursor Menu,

18 19
which returns the Cursor to the last square of an advance during the Combat Phase move ov er stacked . Routing units may flanked when fired u po n from any direc-
where a unit was accessed with the without expending operation points. The al so overs ta ck during retreat and move- tion. In addition, they suf fe r fire modifiers
SPACE BAR. The "N" and "U" keys are advance is allowed if plotted (see Com- ment. and have sp ec ial modifiers in melee (see
very handy when moving groups and mand Menu 7.3) and the unit is otherwise St acking shapes are dependent on table at back.).
stacks
of units. Since reinforcements enter eligible. Artillery may not move unless what is in the square. All units in a sq ua re
M unit oMe4 it's best to use "N" when limbe red . as sume the di rec tion of facing of the last 7.10 Facing
moving reinforcement columns. Note Press "Z" to cancel a unit's movement unit acces se d in the square. When a A unit may have eight different facings
that the artillery at the end of a reinforce- and to put it back to its originalsquare. If square is fired upon by non- art illery units fram 1 to 8 ("1-9" for optional IBM key
ment column isn't in unit order so you using the hidden option, a unit will lose 4 or artillery at greater than one range, casu- pad). Facing may be changed at any time
should use the "Z" key from the cursor operation points when it uses the "Z" key alties are distributedamong the defend- during the o pe rations phase at no cost.
menu to get back to them. The "U" key is if it has caused hidden units to appear on ers with one of the defending Facing automatically changes during
essential to examine stacks of units. The the map by mo vi ng n ex t to them. Rout ed Mg 3 times the casualties of the others. A movement as a unit faces the square it is
"F" key takes you to a targetmenu where units may move the same as other units. square fired u po n by artillery at a range of moving into. In addition, all units in a
you may scroll over the map, target units, Since they may not change mode to col- one will affec t only one unit in the square. square will assume the facing of the last
and even view what you can see to fire at. umn, they never use the road rate, but When muted units stack onto friendly unit accessed in the square.
The "0" key toggles you to and from the may cross bridges. units d uir ng retreat, each unit loses 8 effi- All units in a square have the same
strategic map and can be very useful in During the second phase of the night ciency points. facing. This way you may change the fac-
seeing lines of sight when using the 'N" turn, Confederate units have extended ing of an entire
stack by changing the fac-
key This map may also be useful when movement, as long as they do not move 7.8 Road Movement ing of just one unit. Units and stacks of
using the "I" key to locate divisions and next to an enemy During this phase, To rec eive the road movement rate, units units will assume appropriate shapes on
leaders. changing mode and reorganization does must be in column, mount ed , or limbered the map to reflecttheir facing.
not cost Operation Points. Units will gain mode. Only infantry which has been di- Facing determines a unit's line of
7.4 Operation Points fatigue normally, however. vided demibrigades (A and B) and is sight. Aunit has a line of sight equal to a 90
Units receive operation points at the be- in column mode will receive the road degree angle radiating in a V shape from
ginning of the turn and at the Mid-Turn 7.6 Zones of Control movement rate. the unit. See 8.3 for further details on line
Recovery Pha se. Aunit receives operation The eight squares surrounding a unit Units receive the mad rate only if they of sight. A unit fired at through a direction
points according to its command control constitute its zone of control. Zones of are in a square containing a road and not in its line of sight is considered to be
(see section 4.3). Most actions and move- control affect movement costs per the moving along it into a square contai nin g flanked.
ment in the Operation and Combat Operation CostsTable. It costs two extra the same road. A unit in column,
operation points to exit or enter an enemy mounted , or limbered mode moving from 7.11 Double Time
Phases cost operation points (refer to
Operation Costs Table at the back of the zone of control. Movement from an en- one road square to another may not stack A unit may receive extra op eration points
rulebook). Please note that operation emy ZOC to another will cost extra onto another unit in column, mounted, or by double time marching at a cost of fa-
pa ints are expended to fire and melee. operation points in addition to normal li mbered mode. tigue
points on a one to six basis. Pressing
Unused operation points are expendedto costs and will only be allowed if no other the key in the Command Menu will
recover fatigue and efficiency on a 1 for 1 movement has been made by that unit 7.9 Unit Modes increase the fatigue level by six and in-
basis (2 to I if adjacent to an enemy unit) and the unit is entering a square o cc upied Units may be in one of two m od es which crease
the operation points remaining by
during the Mid-Tarn Recover Phase and by a friendly unit (Sec Costs Table). ZOC affect
movement and combat. Infantry one. Routed units, units with more than 15
the end of the turn. Operation costs for to ZOC movement is also allowed during units may be in column or line. Cavalry OP and units with fatigue levels of or
movement are doubled during the Night advances in the Combat Phase. Units may be mounted or dismounted. Artillery higher may not use double time.
Turn. forced to retreat during combat into an may be limbered or unlimbered. When a
unit c ha nges its graphic shape on 7.12 Fortification
enemy ZOC suffer losses. Changing A unit may have a fortification value of 0
7.5 Moving a Unit mode in an enemy ZDC costs two addi- the map also changes. Changing modes
Once a unit is accessed (EXCEPTION: requires the expenditure of operation to 5 that modifies combat results (See
tional operation points. Modifier Table). Fortifications are built
units that have not been activated), it maybe on the Costs Table. Routed
points as listed
moved by pressing keys "14" ("1-9" for 7.7 Stacking units and the gun boats may not change one level at a time by pressing the "B" key
optional IBM key pad) in the desired di- No more than two non-artillery units may modes. Artillery cannot change modes in at a cost of operation and fatigue points in
rection. Operation points expended to stack together. No more than one artillery a ra vi ne. the Advanced Game only. (see Costs
move depend on unit unit mode, unit may be in a single square regardless Unlimbered artillery may not move. Table). A unit in mounted, column, or
terrain of the square, and other factors (see of the presence of other units. You may Changing mode in an enemy ZOC costs li mbered mode, a unit with less than 8 OP,
Operation Costs Table). Units may always have a maximum of two non- a rtillery two extra op er ation points. Dismounted and aunitwithafatigueof 20 ormom may
move one square at the cost of all remain- units and one artillery unit in a square. cavalry has a 0.75 modifier applied
to its not fortify. Units will automatically fortify
ing operation points (EXCEPTION: ZOC A unit in the Operation Phase may strength (when dismounted, .25 of the during the End of Day Phase (Section
rules, section 7.6). Units may move as part overstack while moving if in column, men are considered to be horse holders). 10.0). In the Intermediate Game, units
mounted, or limbered mode (EXCEP- Infantry in column, limbered artillery fortify only after the Night turn. They will
TION: roadmov eme nt). It may not end its and mounted cavalry are considered to be do this automatically

20 21
7.13 Leaders and Leader Movement Pressing"!" fora unit in the Command light all squares eligible to be target 8.0 COMBAT PHASES
(Advanced Game Only) Menu will inverse all units that belong to squares and pressing "E" will return you During this phase, all fire phases and
Leaders are attached to specific units. the same division as the accessed unit. The to the comm an d menu, inserting a "No melees are resolved. Casualties are taken.
Each leader commands a formation. For- location with the divisional leader will Plot" into the fi re plot. Press "N" to put a Routs, retreats, and advances a re all exe-
mations are brigades, divisions, and blink. At this point, you may plot all units "No Fire" plat into a unit. The unit will not
cuted.
corps. Leaders are organized into a chain of the division for "No Fi re " or "No Plot" fire at a target greater than one square
of command that must be updated when a (see Section 7.14) or "Exit" by pressing the away thus conserving ammo. A fire plot 8.1 Combat Phases
leader is wounded. A corps commander appro priate key displayed on the screen. will only be accepted if the targeted There are a total of five Fire Phases and
who is wounded will be replaced by one Every time a unit with a leader takes square is within range and in line of sight one Melee Phase during a Combat Phase
of thedivisional commanders in his corps. casualties, there is a check to see if the (see 8.3, Line of Sight). A unit that plots a as outlined below:
That divisional commander will be re- leader is wounded. Each leader has a melee will automatically plot that square n Defensive Artillery Fire Phase
placed by a brigade leader of his division. combat bonus or proficiency rating. A for fi re. n Offensive Artillery Fire Phase
When a brigade commander is promoted leader with a rating of 20 will increase Units that are unable to execute their
prio rity fire plot or units without a plot
n Defensive Fire Phase
to command a division or corps, his lead- casualties inflicted by the unit he is with
ership rating is increased by 5. Brigade by 20%. See the Order of Battle for each will fi re at the nearest enemy unit in range • Offensive Fire Phase
leaders a re assumed to be with both units leader's rating. Corps and divisional and in line of sight. A unit will cancel its • Retreat/Advance Phase
of their brigade when it is divided into leaders are important to command con- plot to f i re at an adjacent target. • Defensive Melee Fire Phase
demib ri gades. They a re not attached to a trol. B ri gade leaders affect rally When a • Melee Phase
7.15 Reorganization
particular unit as long as they are brigade leader dies, the unit it is attached to loses 5
The command, "R", will divide a full bri- • Retreat/Advance Phase
leaders. When promoted to command a efficiency points. When a replacement
gade into two demibrigades (A and B) Defensive Fire Phases are executed by the
division or corps, they are attached to leaderis provided, the unit receives a new
each of equal size. Using the "R" com- non-phasing player and Offensive Fire
specific units. leader rating. All leaders affect command
mand with the Aand B units of a b ri gade Phases by the phasing player. Messages
Whenever the unit a leader is attached control in a direct way that greatly affects
in the same squa re will build them up into will appear on the screen and the map will
to loses men to fire or capture, there is a the play of the game. Please re fer to sec-
the parent unit. This will not be allowed if scroll to fired upon units. Casualties and
chance the leader will become a casualty tion 4.0,
both units have a divisional or corps other combat results will be printed on the
This chance is 10 per cent greater than the
7.14 Fi re and Melee Plots leader attached to them. For example, if screen. Several possible messages may
losses suffered by the unit.
During the Operations Phase units may Hare A contained 250 men and was appear on the screen during combat. The
EXAMPLE: if the unit suffers a 40 per
cent loss, the chance that the attached leader plot p ri o ri ty fire, melee, and advances if stacked with Hare B which contained 350 most important are listed below:
they wish to perform those actions du ri ng men, Ha re A could build into the full bri-
will become a casualty is 44 percent (4 is 10%
gade. Ha re A and B would be taken off the
FLANKED! The target unit has been flanked
of 40 and 40 +4 = 44).
combat. by the attacking unit. This means that the
To plot melee, press "M". To plot ad- map and Hare would contain 600 men. It
Divisional and corps commanders attacking unit is not in the line of sight of
vance, p re ss "A". For both these plots you costs 2 OP to divide or build up a parent
maybe transferred to any unit under their the target unit or the target unit is in lim-
may toggle between "Y" for yes and "N" unit. NOTE: For an infantry unit to use road
command (EXCEPTION: Grant may not be bered or column mode (See Section 8.3).A
for no by pressing the appropriate com- movement, it must be organized into demibri-
transferred during the first turn). Pressing gades and in column mode.
50% modifier is added to the strength of
mand key. Note also that plotting melee
"L" when a unit is accessed will list any
When units build-up or break down,
the attacking unit for fire and melee. In
will automatically plot fire and advance,
leader present and prompt you to transfer
fatigue, efficiency, and ammo supply are
melee, a flanked defender's strength is
as a convenience to the player since ad-
it. If you wish to transfer, the cursor will reduced by 50 per cent.
vances a re usually desired in melee at- p roportionately averaged and given to
cycle through eligible units. At this time the surviving unit(s). Facing, plots, dis- DEmr4DEx Otm^rArrruvErno! A defending
tacks. You may toggle it back to N for no
you may also press "B" or "C" which will unit can be outmaneuvered when the at-
advance by pressing "A". A unit that ruption, and mode a re all defaulted to
take you to the divisional or corps com- tacker enters the unit's ZOC during the
moves has its advance plot set to N. what the surviving unit(s) had before the
manders. You may also press "E" to exit. If movement phase and when both the at-
An important note is that a unit will build-up/break down. NOTE: Units may
you go to the divisional or corps com- tackerand defenderare in woods squares.
melee only if it has also fired at the square not be reorganized while they are routed.
manders, you will see displayed the A unit which has been outmaneuvered
it intends to melee. Plotting melee auto- A brigade with only one unit on the
leader's name, his rating in parentheses, has its defensive fire strength halved.
and the range from the current unit. You matically plots fire into the melee squa re . map has its brigade command control
Consequently, do not plot melee until af- modifier defaulted to 0 (it is treated as if Succrssrui. ArmcKI An offensive player
may access the leader by pressing "A". At
ter you have moved your unit. A unit will the other unit was stacked with it.) who has just moved next to an enemy tar-
this point you may choose any of the dis-
only melee in the direction it is facing. A get hasa 20% chance of having its strength
played options. increased by 50%. The 20% is increased by
previous melee plot is erased when a unit
moves or changes facing. 1 for every 2 morale points of the attacker.
i re press "F", which will dis-
To plot f
play a menu that will allow you to move
the cursor to the target square and press
"T" to target it. Pressing 'N" will high-

22 23
Um.m OR Rolm The units just Union gunboats have the special abil-
A defending unit that re tre ats is auto- 8.10 Fatigue/Efficiency
fired u po n will at or rout during the ity to fire at some squares they cannot see.
matically disru pt ed. An a rti llery unit will A it's fatigue rating is a me as ure of how
next Ret rea t/Advance Phase. These squares are highlighted from the
gunboat Target Menu when "V" is retreat in melee or fire combat if it loses tired it is. It gains fatigue when it moves
Cou nt MFav Axe LaonNG! This m es about 30% or more of its original strength and loses efficiency
pres se d. T hi s "indi rec t" fire ability is when it tak es
pea rs before command control is-sagep M men. Artillery units which ret rea t end See the Fatigue Gain/Efficiency Lass
un ique to the gunboats.
determined for turns 2 and 3. D uri ng the retreat in limberedstatus. Limbered Table for d et ails. Fatigue and efficiency
these turns, Con fed erate attacks are re- There are 2 elevation levels on the map
repre se nting 4 0 feet of el evation per artillery units alone in a square (not have a semi-proportional effec t on fire
duced
to 75% of normal
and Union attacks stacked with other units) will automati- strength
level, Mods represent a 30 foot elevation bles at back).
are reduced to 90 % of normal. cally retreat when fired on by infantry or Efficiency
obstacle and units 5 feet. minus fatigue equals morale.
dismounted cav al ry. Since gaining fatigue lowers mor al e, you
8.2 Casualties
Aunit inflicts casu al ties with its fire ba se d 8.4 Melee may raise moral e by losing fatigue. You
8.6 Morale, Rout, and Rally
upon a number of factors. See the To melee, a unit must be plotted for melee lose fatigue/recover efficiency by having
and be undisrupted. It will melee into the A unit's morale is equal to its efficiency
Stren gth/Cas ua lties Modifier Tables for minus its fatigue, A morale check is made left over operation points in the middle
the factors and their effec ts. sq uare it faces and it fired
into if the square and at the end of a turn. One operation
is adjacent. All units plotted against the for possible rout whenever a unit takes
Artillery units lose guns and artillery- point wipes out one fatigue point (two
sa me square are combined into one attack.
losses. A unit with a morale of 4 to 15 has
men. They are elimi na ted when their gun a chance of muting. A unit with morale operation points wipe out one fati gue
or men co un t reaches 0. Artillery guns are De fending units in a melee have an extr a point if in an enemy A unit will
less that 4 muts automatically (EXCEP-
lost due to combat when enemy artillery is defensive fire before melee is resolved. recover half of its lost efficiency during
TION: units whichtakeless than 10 msuW ties
firing upon them, when they re trea t from Units expend o pe ration paints to melee the End of the Day Phase. Also during this
will not rout). A unit with less than 81 men
an enemy or in melee. Infantry fire (see
CostsTable). Units must have enough phase, units lose their fati gue compl et ely
operation points for both fire and mel ee , will automatically rout when it loses 10 or
against artillery results in artillerymen more men. When a unit muts, it ret rea ts Units begin the game untried with an
casualties only. An artillery unit will re- otherwise their melee is cancelled. See the efficiency of ?. This m ea ns that the unit's
Modifier Tables and the Melee Combat three squares. If it will end its ret rea t over-
treat in melee or fire combat if it loses stacked, the unit continues to retreat until starting efficiency is unknown and will
about 30% or more of its original strength Results Table for details. not be known until the unit is engagedin
it finds an eligible Artillery never
in men. Artillery units recover 33% of 8.5 Retreats muts; it may only re tre at. combat. A unit's current efficiency will
their lost artillerymen per turn. Artillery As a result of rout, fire combat, or melee, never be greater than its original effi-
8.7 Advances ciency.
units low on men or artillery units that are units may be forced to retreat. Retreats are
stackedalone in a square and limbe red Units plotted
to advance will advance in
mandatory for routed units. Refer to the
the combat phase into squ are s vacated by
when fired on by in fa ntry or dismounted table at the back of the rulebook for chance
retreating enemy units. Advancing ZOC
9.0 MID-TURN RECOVERY
cavalry will automatically Artil- of ret rea ting during mel. Retreats dur- PHASE
lery units low on men suffer less casual- to ZOC is allo we d,
ing fire combat are determined by the
ties as a result of fim. unit's morale and percentage of losses in 8.8 Disruption During this phase units will check to re-
any one combat result. The lower the Every time a unit suffers losses, there is a cover disru pti on, fatigue, and efficien cy.
8.3 Line of Sight and Fire
Irt order for a unit to plot or execute its morale of the units in the sq uare under chance it will become disrupted. A de-
priority fire plot, it must be able see and be attack and the higher the losses expressed fending unit which retreats as a result of 10.0 END-OF-DAY PHASE
in range of the target. Those squares a unit as a percentage of men present, the greater melee is automatically disrupt ed . A dis- This phase occurs after the night nun.
can see are in its Line Of Sight ( L OS). the chances to re tre at. Ret rea ted units will rupted unit loses its priority fire plot. It During this phase, units lose all fatigue. In
Squares that are Ina unit's LOS and within generally retreat away from en em y units may not fire except for d efensive melee addition, units recover efficiency equal to
the maximum range of Its wea po n are in towards the rear of their lines. A unit that fire nor may it ex ec ute melee plots. A unit
half of the difference between their start-
its Line Of Fire (LO. Ranges of weapon muts will lose men to capture depending has a chance of becoming undisrupted at ing efficiency and cur ren t efficiency. Units
types are listed on the pons/Range on the number of adjacent enemy units. the beginning of the turn and at the Mid- will also automatically fortify during this
Ca sualty Table. You may view the line of Retreating units also suffer casualties in Turn Recovery Phase. Its chances and phase0 to 2 fortification points
fire of any unit by pressing "V" when the ca ptured men if they have to enter an conditions for recovery are found on the based
on fatigue, efficiency, and enemy
unit is ac ce ssed in the Command Menu or enemy A routed unit that retreats 1: Disruption Recovery Table. ZOC. Units with a fatigue of 40 or more
Ta rget Menu. Pressing "V" in the Cursor
into or out of an enemy ZOC will lose
8.9 Ammo will notfortify Units with a fatigue of
Menu displays the line of s i ght (those capturedmen and efficiency. Friendly gre ater than 20 and in an enemy ZOC will
units routed onto lose 8 efficiency points. Ea ch unit ca rr ies with it a supply of
squares a unit in that sq ua re and with the ammunition s uf ficient for up to four at- not fo rti fy.
indicted facing could see) from that A unit that entreats ends the retreat facing
tacks. Every time a unit fires, an ammo During the second phase of the night
sq uare. During the Night Turn, a unit's the same direction it faced in the original turn, Confederate units have sp ec ial
square it retreated from. Units that cause paint is expended. When a unit runs out of
LOF range is limited to 1 square. ammo, it may only defend in melee and movement capabilities. As long as they do
enemy units to retreat gain 2 efficiency
final defensive Units have an ammu- not enter an enemy they can move a
points. Units that retreat lose 3 efficiency maximum of 39 squares.
points. nition resupply opportunity every turn.
See Sec tion 5.2 for more d et ails on ammo
resupply.
24
25
Artillery should generally be set up Once the Confederate is out of the
11.0 VICTORY DETER- 11.2 Victory Levels
behind ravines with friendly infantry in trench line, press him hard to take victory
At the beginning of each turn, a display
MINATION PHASE will appear on the screen showing victory
the ravines (if you are weak) or friendly squares and inflict casualties. Always try
During this phase, players are awarded infantry stacked with the guns (if you are to surround units. Surrounded units
levels and the scores needed to attain
points for casualties and territorial objec- strong). which rout will lose large numbers of men
those levels.
tives. After the appropriate turn is com- Union infantry should be retreating to capture for extra victory points.
pleted, the game ends and the score is one or two squares a turn until it reaches
12.0 STRATEGY AND Confederate Strategy
compared to the victory levels. You may the Sunken Road line described above. It
TACTICS may make a stand for a few turns here, FIRST DAY Attack. On the first turn, hit
examine the map and access units of both
depending on Confederate actions, before Peabody's men with Hardee's Corps. If
sides after the game has ended. Union Strategy
retreating to lines further back. these units rout, they will not return for
11.1 Victory Points FIRST DAY: Union first-day strategy the rest of the game. Depending on the OP
The Union player needs to avoid hold-
Players receive victory points according should be based on a gradual withdrawal available for movement, you should also
ing on too long or the Confederate forces
to the chart below: to Pittsburg Landing. The Union with- attack Hurlbut and Miller's units. Once
will punch through his lines and isolate
drawal should be conducted to slow and you get the Yankees on the run, press them
• 1 pt per infantryman/artilleryman units. Attempting to "rescue" surrounded
ti re the Confederate units as much as hard and don't let up.
lost units will often result in more Union casu-
possible but avoid any stand-up fights Don't expect to take Pittsburg Landing
• 1.5 pts per infantryman captured alties than the isolated units contained.
except from strong defensive positions. on the first day Concentrate on crippling
• 2 pts per cavalryman lost The Union player should resign himself to
The Union forces are much weaker than the Union army Attack green units when-
n 3 pts per cavalryman captured "writing off" a certain number of units
the Confederates and attemptingto hold a ever possible in the hope that they will
• 100 pts per brigade leader lost during the first day
line too soon or too far forward will result have a low morale and rout. Attempt to
• 200 pts per division leader lost Units with an efficiency of less than 40
in a large number of units routing and surround units and capture guns. Order
• 300 pts per corps leader lost should be kept out of the fighting as much
being captured by the Confederates. you men to advance after combat wher-
• 100 pts per artillery gun lost as possible. If they have to be used, they
The Union should begin by falling ever practical, as this is the best way to
• 150 pts per artillery gun captured should be used in a protected position.
back to a line that runs northwest along surround the enemy
Units with a morale below 35 should be
Multiply the above numbers by 2 for cap- the sunken road and then due west from a Melees should be used where they
similarly protected. Rest these units and
tured leaders. point one or two squares above the permit your forces to advance and cut off
units which are out of ammo or are dis-
Ignore leader points for the Intermedi- sunken road. As the Confederates ad- enemy units.
rupted behind the line before they rout.
ate Game. vance, this line will have to be abandoned. When possible, move your artillery on
Once they have recovered, they can re-
CONFEDERATE 0HJECTWVE UNION OBJECr1VE The Union player should fall backto posi- the road into an enemy ZOC, unlimber,
SQUARES SQUARES enter the battle.
tions along the ravines and make his final and fire. You may have to force march to
Union cavalry should be used to
10,18 =1000 pts 5, 23 =1000 pts stand just in front of Pittsburg Landing. do this.
screen the Union withdrawal. This will
15,16 = 1000 pts 5, 29 = 3000 pts Artillery should be positioned to the Keep units with a morale of 30 and less
mean a large number of cavalry casual-
rear so that it has a field of fire of 5 or 6 out of the line. If facing a strong Union line
20,19 =1000 pts 14,27 = 1000 pts ties.
squares. Artillery should be withdrawn or guns, keep units with a morale of 40 or
Union gun boats should be brought
20,13 = 1000 pts when the Confederates advance to within less out of the line.
into action as soon as possible. They will
two squares. It should pull back to a new Use one phase in every three or four
20, 8 = 1000 pts keep Confederate forces away from the
line that permits it to recover from fatigue turns to rest your units.
river.
16,14 = 1000 pts before again engaging the enemy Artil- Stay away from the gun boats. Do not
Be prepared to trade space for time on
13,10 = 1000 pts lery should be saved for the stand before go next to the river
the first day The only piece of terrain the
Pittsburg Landing, Pull artillery back in Use the bonus night turn (end of first
25, 8= 3000 pts Union can't afford to lose to the Confeder-
time to set it up, rest it, and (ideally) dig it day) to set up a strong line to withstand
ate on the first day is Pittsburg Landing.
25, 7 =3000 pts in for this stand. the Union counterattack.
Artillery should generallybe set up on SECOND DAY. On the second day the
To receive points for an objective tide should turn in the Union's favor SECOND DAY Unless the Union has
the roads so that it has an escape route. If
square, you must control it. Control is Assuming the Union hasn't suffered too been drastically weakened during the
enemy units are adjacent to an artillery
determined during Reinforcement many losses, it should be about 40% first day's fighting, the Confederate
unit at the beginning of a turn, limber the
Phases. To control an objective square, player should expect to spend the second
artillery and move it one square to the rear stronger than the Confederate.
you must have 3000 men in or adjacent to The Union player should attack vigor- day defending. The South should start the
and then force march it one more square
it without any enemy units being in or ad- ously on the second day The Confederate second day in fortifications it has con-
away from the enemy
jacent to it. It is not necessary to keep units player should have entrenched during the structed during the night. Hold on to
in or next to a square to maintain control. night and the Union needs to break these.
However, control is lost if any enemy unit, through this trench line. A broad front
regardless of size, is in or adjacent to the attack with extra units committed to the
objective square during a Reinforcement break-through point is a good way to do
Phase. this.
27
26
The main job of the Confederate 10. Watch the various modifiers on a COMMAND CONTROL EXAMPLES
playeris to hold on to the Victory Squares unit's strength. A unit can very quickly be
he wan on the first day. This is not to say reduced to practically nothing, given
that local counterattacks are inappropri- enough modifiers applied against it. Be
ate to take advantage of Union over confi- careful to rest fatigued units. Fatigue di- The examples below involve the brigades Since Grant was declared CONFIDENT,
of McDowell, Stuart and Buckland of Sher- none of the units of this corps lose additional
dence. rectly strength and brings a unit
man's Division of Grant's Corps. points for the performance of the corps leader;
closer to the breaking point. Resting also During the Command Control Phase,
Ta ctics Sherman however was CONFUSED, subtract.
restores efficiency Grant is declared as CONFIDENT and Sherman ing 0.3 command control from each brigade in
Below are listed a number of suggestions
Study the terrain and elevation of the is CONFUSED. The brigades of Sherman are his division. This results in unit #1 receiving a
and hints to sharpen the tacticaledge of
ground you are fighting over. Clear lines situated as follows (#4 is a unit from a different final command control of 1.2, unit #2 a
the armies. Well conceived and thought- division, but same corps): Keep in mind that a command control of 0.9, and unit #3 a
of sight, especially for artillery will make
out plans can be foiledand defeated with unit loses 5 command points per square away command control of 1.2.
a difference.
poorly executed maneuvers. from its other half brigade, or division leader,
12. Make sure you will have enough In the example above, if Grant had been
1. Artillery is a potent weapon. Its weak- and loses .5 command points (Union) per attached to unit #2 instead of unit #4, the
operation points to fire and /or melee. square away from its corps commander.
ness is the exposed
crew Players will find special rule that units in the same square or
that extended bombardments 13. Use double-time marching judi- next to a corps commander ignore the range of
will result in units low in ammo and mo- ciously. their division commander would go into
rale. Rest your artillery There are times 14. Fortify whenever you are not in con- effect This would result in the following
when you shoWdn't fire until you see "the tact with the enemy Give yourself enough command control values:
whites of their eyes". Before you assault ti me to recover from the fatigue.
#1 #2
an artillery position, be sure that the op- 15. Remember that the "NO plot
SHERMAN Unit #1 HALF =0
posing artillery has been weakened. will allow a unit to fire at units next to him,
DIV =0
2. Rank shots not only give a bonus in fire but not any further. A handy way to con-
CORPS =2
combat, but give a significant bonus in serve ammo and fatigue for long-ranged
artillery. BASE = 28/2 or 1.5
melee.
16. Units can plot fire into an empty
#4 #3 CONFUSED =
3. Watch for disrupted units. They can't
square in anticipation of enemy units GRANT FINAL = 1.2
fire most of the time and are reduced in
melee on the defense (they can't even at- moving into that square the next phase. Unit #2 HALF =0
tack on the offense). This option allows you to control your fire DIV =0
on an advancing enemy line. The #1 unit has the leader Sherman
4. Retreat units with a low efficiency be- attached to it The #4 unit belongs to a CORPS =0
fore they rout. Once a unit with an effi- 17. Avoiding losing extra units in vain different division and has Grant attached to it BASE = 1.5 (MAX)
cienry of less than 40 routs, it can never be attempts to rescue surrounded forces. The The #1 unit is a full brigade that is 0 CONFUSED = —0.3
rallied. most common result of such attempts is to squares in range from its divisional leader and FINAL = 1.2
lose the rescue forces as well. n 2 squares from its corps commander. It is
5. Watch your command control. It has a
tremendous effect in the game. Keep your
docked 0 command pointsfor the half brigade Unit #3 HALF -0
(the brigade has not broken down), 0 com- DIV = 10
brigades, divisions, and corps together. mand points for the divisional leader, and 1 CORPS =1
6. Be careful where you place leaders. command point for the corps commander. its
base command control is 28/1 or 28.0 which is BASE = 28/11 or 1.5
Their loss can be catastrophic to your
rounded down to the maximum of 1.5. CONFUSED = —0.3
command control.
The #2 unit loses 0 for the half brigade, 20 FINAL = 1.2
7. Keep in mind that enemy units will for the division, and 2 for the corps. Its base is
lose a considerable number in captured 28/22 or 1.27 which is rounded down to 1.2.
men when they mut in an enemy ZOC. Tice #3 unit loses 0 for the half brigade, 10 The above examples illustrate the need for
8. Melee is deadly in this game. All units for the division, and 1 for the corps. Its base is proper placement of division and corps com-
involved
are greatly affected. It does put 14
28/11 which is rounded down to the maxi- manders. It shows how a corps commander
mum of 1.5. can bolster the control of a dispersed division.
the matter
of who owns the square to rest
4
quickly.
9. Be aware that in this game, advantages
have been given to the attacker who
fl
moves next to the enemy, especially in
woods.

28
CONFEDERATE ORDER OF BATTLE

0 RUSSET- A 6 CLARK 15 POLK 75 2060 R RFl 6,29 1


I RUSSEL-li
2 STEWART - A 6 CLARK 15 POLK 25 2072 R RIM 6,29 1
3 STEW ART - B
4 JOHNSON-A 9 CHEATHAM 1.5 POLK 25 1770 R RFL 6,29 1
s J OHNSON - 13
6 STEPHEN - A 9 CHEATHAM 15 POLK 25 1809 G RIM 6.29 1
7 STEPHEN - B
8 GIBSON - A 12 RUGGLES 15 BRAGG 15 2560 R MSK 3,27 1
9 G1BSON - B
10 ANDERSON - A 9 RUGGLES 15 BRAGG 15 1634 G MSK 2,26 1
ii ANDERSON - B
12 PONE]- A 5 R.UGGLES 15 BRAGG 15 2660 G MSK 3.26 1
13 POND-B
14 GLADDEN - A 9 WITHERS 25 BRAGG 15 2754 G MSK 9,28 1
15 GLADDEN - B
16 CHALMERS - A 9 WITHERS 25 BRAGG 15 2039 G RFL- 6,29 1
17 CHALMERS - B
18 JACKSON - A 5 WITHERS 25 BRAGG 15 2208 (3 MSK 5.28 1
19 JACKSON-13
20 SHAVER-A 9 HINDEMAN 15 HARDEE 25 2360 G MSK 9,2.5 1
21 SHAVER - R
22 CLEBLFRNE-A 12 HINDEMAN 15 HARDEE 25 2450 G MSK 6.25 1
23 CLEBURNE-B
24 WOOD-A 10 HINDEMAN 15 1-HARDEE 25 25(!4 G RFL 7,26 1
25 WOOD-B
26 TRAF3UE-A 12 BRKNRDGE 25 JOHNSTON 30 2400 0 MSK 5,29 1
27 TRABUF-B
28 BOWEN - A 9 BRKNRDGE 25 JOHNS1 ON 30 ] 100 G RFL 5,29 3
29 BC7WEN - B
30 STATHAM - A 9 BRKNRDGE 25 JOT- NSTON 30 1670 G RFL 5,29 1
31 STATHAM - B

32 BREWER 12 POLK 769 R 5HG 5,29 1


33 TEX. RNGR 12 POLK 769 R RHO 0,14 3
34 ALA. RNGR 12 BRAGG 817 R I'ST 2.27 1
35 CJ.ANTON 12 BRAGG 969 R RrC 6,29 1
36 GA. DRUON 9 HARDEE 606 R Ric 25,29 5
37 ADAMS 9 HARDEE 606 R MSK 25,29 5
38 FORREST 14 JOUNS1t7N 785 R 511E 25,29 5

39 BANKHEAD POLK 192 R 12 51516 6,29 1


40 SMITH POLK 192 R 12 SM6 6.29 1
41 HODGSON BRAGG 256 R 161-112 2,27 1
42 GIRARDEY BRAGG 224 R 14 SM6 5,28 1
43 SWETT HARDEE 320 R 20 SM6 5,27 1
44 SHO1.;D JOHNSTON 7Z4 R 141-112 5,29 I
45 LYON JOHNSTON 288 R l8 SM6 5,29 1
46 RUTLEDGE IQHNSION 192 R 121 4112 5,29 I

31
UNION O RDER OF BATTLE UNION ORDER OF BATTLE (coned)
DIVISION ODRPS SETUP xvRN BRIGADE DIVISION CORPS SET UP TURN
UBADBR ER IEADER LEADER OR ENTRY OF
UNIT/ NAME • BONUS DIV1M W4 WEAPONS SQUARE H^TI'iY NAME BONUS DIVISION BONUS CORPS BONUS MEN EFE. WEAPONS SQUARE
47 1-iAU - A 5 McCLND 15 GRAN T 50 1223 R RFL 13, 9 98 W. SM1 -B
48 HARE - 5 McCLND 15 G RANT 50 1223 RFL 13,10 99 GARFI EL D - A 4 WOOD 25 BIIEI-I. 20 1500 G RIM 25, 7 14
49 M -A 6 McC LNl) 15 GRANT 50 770 MSK 11,13 1 100 0 ARFlELD - B
MARSH - B 6 McCLND 15 GRANT 50 770 R MSK 11,14 101 WAGNER - A 5 WOOD 25 BL1 L 20 2000 G MSK 25, 7 13
R AIM - A 6 McCLND 15 GRANT 50 951 RFL 12,17 1 102 WAGNER • B
RAITH - B 6 McCLND 15 GRANT 50 951 R RFL 13,17 1
TU TTLE - A 5 WAL LA CE 25 GRANT 50 902 R RFL 20, 8 1
CAVALRY
TUTTLE - B 5 25 103 1 1ENN 12 G RA NT 583 R CRB 11,16 1
WALLACE GRANT 50 902 RFL 21, 8
MRTH UR - A 10 104 2/5 TENN 9 GRANT 297 R CRB 11,17 1
WA LLA CE 25 GRANT 50 1148 R RIH 17, 6 1
McARTI 1UR - B 10 105 4 T EN N 9 GRANT 861 R CRB 20,16 1
WALLACE 25 GRA NT 50 1148 R 18, 6 1
106 6 TENN 9 0 RAM. 626 R CRB 17,21 1
SWEY - A 9 WALLA CE 25 GRA NT 50 1816 R RFL 19, 4
SWEY - B 9 WALLACE 25 GRANT 50 1816 R RFS_ 19, 5 ARTILLERY 4 OVNS
M. SM ITh - A 4 L WALLA CE 15 GRANT 50 1998 R RFL 13, 0 8 107 TENN ARM GRANT 256 i6 524
R 25, 8 1
M. SMITH - B 108 TENN ARM GRANT 160 R 10 SM6 24,8 1
MAY -A 5 L WALLACE 15 GRANT 50 2236 R RFL 13. 0* 8 IA TENN G RA NT R 10 SM6 11,15 1
TI /AYER - B 110 1B TENN GR NT 160 R 10 IRO 13,11 1
WH1TSY - A 5 L WALLACE 15 GRANT 50 2541 R RFL 13, 0* 8 111 2 TENN GRANT 288 R 18 P10 22, 8 1
WI I/ TSY - B 112 3 TENN GRANT 192 R 12 SM6 13.0
WILLIAMS - A 5 HURLBUT 25 GRANT 50 1162 RM 19,13 113 4 T EN N G RANT 256 R 16 SM6 20,12 1
WILLIAMS - B 5 HURLBUT 25 GRANT 50 1162 19,14 114 S A TENN GRANT 192 R 12 SM6 8,16 1
VEATCH - A 4 HURLBUT 25 GRANT 50 1292 G R/M 17, 9 115 5B T EN N G RA NT 192 R 12 JRG 11,18 1
VEATCH - B 4 HURLBUT 25 GRANT 50 1292 G RIM 17,10 116 6 TENN GRANT 192 R 12 JRG 16,24
I UMAN - A 10 HURLBUT 25 GRANT 50 761 R RIM 20,13 117 OHIO ARM RI ELL. 256 R 16 N12 25, 7 8
LAUMAN - B 10 HURLBUT 25 GRANT 50 761 21,13
Mc WEn - A 4 SHERMAN 35 GRANT 50 965 U1. 5,18
GUNBOATS
McL WEI-1_ - B 4 SHERMAN 35 GRANT 50 965 R FL 6,18 1 I. 8 LEXINGTON 110 R NO8 27, 0 S
STUART - A 5 SHERMAN 35 GRANT 50 655 0 RFL 23,22 119 TYLER 150 R 5 " NOES 28, 0
STUART- B 5 SI IERMAN 35 GRANT 50 655 G EEL 24,22
H1LBRND - A 4 SHERMAN 35 GRANT 50 917 G MSK 11,19 EF = EFFICIENCY R= REGULAR 6 = GREEN
HILBRNI) - B 4 SHERMAN 35 GRANT 50 917 G MSK 11,20 * If 13,0 and 12,0 are blocked,these units will instead enter square 21,0.
BUCK D •A 5 SHERMAN 35 GRANT 50 1054 RIM 8,18
** The number shown is the maximum each boat could bring to hear against a single target
BUCK LND - B 5 SHERMAN 35 GRANT 50 1054 M 9,18
P WDY - A 11 at a ti me. The U.S.S. Lexington actually carried six guns (four 8-inch Dahlgrens and two
PRENTIS 15 GRANT 50 1395 MSK 11,22
PE_A BODY - B 11 PRENTIS 32pound smooth bores) and the U.S.S. Tyler actually carried eight guns (six 8-inch
15 GRANT 50 1395 G MSK 12,22
MIUM - A 8 PRENTIS GRANT Dahlgrens and two 32-pound smooth bores). Both boats were converted prewar river
15 50 1255 G R/M 15,24
MILLER - B 8 PRENTIS 15 GRANT 1255 RIM
steamers.
50 16,24
ROUSSEAU - A 11 M1COOK 15 BU 20 2222 0 RFL 25, 7
ROUSSEAU - B
KIRK - A 8
KIRK - B
GIBBON - A 5 McCOOK 15 BUELL 20 2594 0 RFL 25, 7
GIB BON -13
AMMEN - A 5 NELSON 30 BU EL 20 1528 G RIM 25, 7
AMMEN B
HA -A 9 NELSON 30 BU EL 20 1424 0 UM 25, 7 8
HAZEN - B
BRUCE - A 9 NELSON 30 BU ELL 20 1589 R RIM 25, 7
BRUCE - B
BC7YLE - A 5 CRITTNTN 15 BUELL 20 2179 RIM 25, 7
BOYLE • B
W. SMMI - A 8 CR1TTNTN 15 BUELL 20 1462 G R/M 25, 7 8

32 33
TARGET LOCATION FIRE MOD. MELEE MOD- in the Fire and Melee Phase& In the Fire Random Modifier- 1.0 to 1.2 modified by Firer has 2000 men in square = 0.80
Phases, the flanked unit would fire with a 1.0 the level of play. - Target in light woods = 0.70
Clear 1.00 l.00 modifier (if it had a target) but would melee
Unit Outmaneuvered- Firing Unit's strength - Target has 3000 men in square = 1.40
Heavy Woods 0.40 0.40 with a 0.5 modifier.
is cut in half for that attack. - Firer in column mode = 0.30
Light Woods 0.70 0.70 3. An artillery unit in woods firing at a unit in = 0.87
Successful Attacks Firing Unit's strength is - Firer has 75 efficiency
Woods/Church 0.70 0.70 woods would receive a 0.49 (0.7x4.7) modifier. - Firer has 15 fatigue = 0.93
increased by 5095 for that a ttack.
Peach Orchard 0.70 0.70 Firer has leader bonus of 15 = 1.15
Maximum and Minimum Modifiers: All
Ravine 0.70 1.30 - Firer has command control of 1.3 = 1.30
modifiers are cumulative with a maximum of
Stream 0.80 0.80 2.0 and a minimum of 0.2. Random modifier is 1.3 = 1.30
1 1 • ^1 '
Swamp 0.80 0.$0 All modifiers are cumulative as shown in TOTAL 0.28
1
Ford/Bridge 1.00 1.00 the example
Higher Elevation 0.70 0.70 A unit firing under the conditions A unit above with 2000 men would fire with a
Sunken Road 0.50 0.70 Leader Bonus: Direct Modifier. A leader would receive the indicated modifiers (all strength of 560. (With rifles at range one, it
with bonus of 20 would multiply casualties modifiers are multiplied together). would kill 22 to 26 men.)
FIRING UNlrs LOCATION FIRE MOD. MELEE MOD. in fl icted by the unit it is with by 1.2.

Stream 1.00 0.70 Target Density: For fire combat, 196 more
FordlBridge 1.00 0.90 casualties per 50 men when more than 1000
Ravine 1.00 0.60 men are in the target square. 1% less casualties
when less than 1000 men. Maximum modifier
Artillery in Woods 0.70 1.00
of 1.4.
All Others 1.00 1.00 INN. MTD. LLMSS. LJNLIM1t
Numbers in parentheses refer to diagonal
TERRAIN/ ACTION DIS. CAV. CAV, ART. ART.
Density of Firing Unit's Square [Non-artil-
SPECIAL CONDITIONS FIRE MOD. MELEE MOD.
lery): If over 1000 men are firing from the
moves - directions 2, 4, 6, and 8 (1, 3, 7, 9 on
Clear/Peach 2 ( 3) 1 ( 2) 2 ( 3) P
I.50* 1.50*** square, a modifier of 1% per 50 men over rhis the IBM keypad). For the BASIC game, please
Target unit is flanked Orchard
number is subtracted from the firing strength ignore the numbers and letters printed in
Firing unit is disrupted 0.50" 0.50 Light Woods 3(4) 2(3) 3(4) P
(1200 men = .96 modifier). Luring melee, this blue. ZOC stands for zone of control, which is a
Firing unit is routed 0.50 .
0.50 Heavy Woods 4(6) 4(6) 7(9) P
r modifier is 1% per 100 extra ::ien for an attack- wargaming term for the squares next to a unit
Firing unit outofammo 0.30 * 0.70 ing unit (1200 men = .98 modifier). Swamp 6(8) 6 ( 8) P P P= Prohibited and N/A= Not Applicable.
Fortification Level: The firing unit is penal- Ravine 3 ( 4) 7(9) 7(9) P
Notes:
ized by 10% per level that the target is fortified. Ford 3 ( 5) 1(2) 5(7) P
- Gunboats pay I OP per square.
A fortification level of 5 would give a modifier I N 1 ( 5) P
Bridge 1(5) - Unit 107 (TENN ARM a rtillery unit with
of 0.5.
Roads [11 1 I 1 P S24 guns) pays triple movement costs
Efficiency: Semi-Direct Modifier. For every 1(2) 5(7) P (including elevation).
Stream 4(6)
two points a unit's efficiency is below 100, irs Column or mounted mode road-to-road
strength is reduced by 196. Example: A unit IN F. MID. 1. i Ms. LNIA MB.
SPECIAL ACTIONS n1S. CAV. CAV. ART. .ART. movement costs 1 Operations point (2
with 600 men and an efficiency of 60 would
Enter higher +1 +1 +2 P operations points to enter a road in a
have a strength equal to 600 X .80 or480 men.
elevation ravine).
* During Final Defensive Fire, the modifer Fatigue: Semi-Direct Modifier. Strength is - Operations points to enter Sunken Road in
Change mode 2 2 N/A 2
is 0.5 for the flanked unit firing. reduced by 1% for eve ry 2 points of fatigue_ normal or dismounted state are doubled.
to column,
Fatigue of 20 would give a modifier of .90.
`* May only fi re during Final Defensive Fire mounted, or - O p costs are doubled during the night
Example: A unit with 1000 men and 20 fatigue
and with these modifiers. li mbered [41 turns.
would have an effective strength of 1000 X .9
The flanked defender in Melee and Final or 900. Change mode 4 4 4 N/A - Retreats and Advances have no OP cost.
Defensive Fire has a modifier of 0.50. •
to normal, [1] Infantry units must be demibrigades (A
The flanker has a modifer of 1.50. Command Controb Direct Modifier. A dismounted, or
unit's strength is multiplied by its command and B reorganized) to receive road move-
*'' May only defend in Melee and with this unlimbered [31 [5]
control. Example: A unit with 750 men and a ment benefits.
modifier. command control of 1.3 would have a effective Enter or leave +2 +1 -1-3 P [2] In order to be able to move enemy ZOC to
strength of 975.
enemy ZOC ZOC, a unit must be moving into a
The Fire and Melee strength modifiers would Move from +5 +3 +7 P friendly occupied square.
Artillerymen: Each gun requires 16 artillery
support the following examples enemy ZOC to 131 A rt ille ry units cannot change mode in a
men to fully support it. When artillery fires,
it receives a modifier proportionate to the enemy ZOC [2] ravine square.
1. A target unit in woods on higher elevation Fortify 8 8 P 8
numberof Olen it hasto man its guns. A Union 1 41 Units in woods pay 3 OPs to change into
than the firing unit would result in modifier of
artillery unit with six guns would need 96 men Reorganize 2 NJA iii/ A N/A these formations. Units pay 2 extra UPs if
0.49 (0.7x0.7) in the Fire Phases and the Melee in an enemy ZOC.
to function fully. If it lost 19 men (20%), the
Phases. unit's strength would be multiplied 0.8 to Melee (attacker) 2 2 P P
[5] Units in woods pay 6 UPs to change into
2. A target unit flanked by a firing unit in clear determine its effective strength tit would be at Melee (defender) 2 2 2 2 these formations. Units pay Z extra OPs if
terrain would give the firing unita 1.5 modifier 80% of full strength). Fire in fire phase 2 2 P 4 in an enemy ZOC.
DISRUPTION TABLE FATIGUE TABLE EFFICIENCY TABLE
ACTION ACTION COST
A unit has a chance of being disrupted based on the number of men in the unit and its number of
casualties. The chart below gives some examples: Fire and Melee Combat Unit moved onto by routing unit -8
Infantry and Cavalry +3 Leader killed in unit -5
CHANCE CHANCE CHANCE CHANCE CHANCE CHANCE
MEN NO CHANCE WITH WITH WITH WITH WITH WITH Artillery +8 Unit stacked with unit that routs -15
IN LJN1T OF DiSRUPTiON N LOSSES Q LOSSES W LOSSES W LOSSES 100 LOSSES IW LOSSES
Enter clear terrai n/ Unit retreats -3
I1% 27% 42% 58% 73% 100911 peach orchard +1 Unit causes retreat +2
Enter light woods +1 Per casualties of 5 men -1*
I T7 12 63 Enter heavy woods +2
0 12 27 43 58. Enter swamp +l * A unit with more than 600 men suffers pro-
Enter ravine +2 portionately less efficiency A unit with
Enter ford/stream/ bridge +1 900 men would lose 67% less and a unit with
1200 men would lose 50% less efficiency.
Enter road-to-read square or +1
(randomly
dependent on
efficiency)
DISRUPTION RECOVERY WEAPON/RANGE Fortify +15
TABLE CASUALTY
TABLE Per 1 operation point +6
of double-time
Recovery from disruption is based on com- RANGE IN SQUARES
WEAPON IYPE 2 3 7.10 11,15
mand control and whether or not a unit is in
an enemy ZOC. Musket MSK 30 0 0 0 0
NO IN Rifle RFL 42 0 0 0 0
COMMAND CONTROL ENEMY ZOC ENWY ZOC
Musket UM 3 I 0 0 0 0 MELEE RESULTS RALLY
.5 35% 17% Rifle/ UH 52 0 0 0 0
.6 40% 20% Henry Repeater
The attacker's modified strength is divided by Generally speaking,the higher the morale and
.7 45% 22% Rifles/Carbines 4 l 0 0 0 0 the defender's modified strength to dete rm ine command control a unit has, the greater its
.8 50% 25% Carbines CRB 4 1 0 0 0 0 the odds which govern the lo sses and retreats chances to rally. See chart below for examples
.9 55% 27% Shotgun SHG 4 0 0 0 0 0 from melee. The odds of 2 to I are considered of percentages to rally. (NOTE: A unit which
the break-even point. The defender or attacker begins the game with an EFFICIENCY of less
1.0 60% 3 M1 Pistol PST 2 0 0 0 0 0 (not both) may retreat according to the chart than 40 will never rally-)
LI 65% 32% 12 lb. Napoleons NAP 14 4 2 1 0 0 below. The defender is checked first and then
COMMAND M 0 R A I. E
1.2 35% 10 lb. Parrort P10 8 5 4 2 1 0 the attacker (provided the defender does not CONTROL 31 40 80
1.3 75% 37% 12 lb. Flowiner HI2 16 2 2 1 0 0 retreat).
.5 42% 47% 59% 71%
1.4 80% 40% 6 lb. Smooth Bore SM6 8 2 2 1 0 0 34 C HAN CE % CHANCE
AWACK FR DEFE ND ER .6 43% 48% 72%
1-5 85% 42% James Rifle J RG 8 5 4 2 i 0 OD DS
.7 44% 49% 61% 73%
Siege Gun S24 1864 2 2 1 <0.3 60 10 .8 45% 50% 62% 74%
32 lb. Smooth Bore NG8 20 3 1 1 I 1 0.3 to 0.49 50 20 .9 46% 51% 63% 75%
8 in. Dahlgren 0.5 to 0.99 40 30 1.0 47% 52% 76%
The number under the range column corre- 1.0 to 1.99 30 40 1.I 48% 53% 65% 77%
sponding to the proper weapon type is the 2.0 to 2.99 20 50 1.2 49% 54% 66% 78%
number of men suffered as casualties per 100 3.0 to 3.99 0 60 1.3 50% 55% 67% 79%
men firing for small arms and per one gun for 4.0 to 4.99 0 70 1.4 51% 56% 68% 80%
the artillery. The casualties derived here are 5+ 0 80 1.5 52% 5796 69% 8196
further modified by various strength/casualty
values.

36 37
CONFEDERATE ORGANIZATIONAL CHART UNION ORGANIZATIONAL CHART
xxxx
41,213 JOHNSTON
118 guns

Army of the Tennessee I 63438 i Army of the Ohio


!!1 1 5 3 guns i
xxx xxx xxx xxx xxxx xxxx
POLK BRAGG HARDEf BRECKINRti]GE (I01INSTON'f 43722 619476
128 kuns GRANT BUELL tb guns
1 11 1!I Reserve His[oricaIIy, this
16121 8856 6409 corps was under
9633 Breckinridge's
24 guns 30 guns 20 guns 44 guns
comniarid- Naval
9611 XXX 24 ns However, we 9 guns
have takrn tl se
1.5.38 Cay. POLK Arc 24 Bans Liberty of
substituting
1711 Johnstnnasthe
commanding 4372_' xxxx 128 guns
XX 4132 xx 3579 officer n this
game. 2361 Cay. G Z Art. 2048
CLARK CHEATHAM 128 guns

39.307

Russel 2060 Johnson 1770 XX xx xx


Stewart 2L172 Stephen 1809 McC:i_ERNAND W. WALLACE L. WALLACE I HL RLBuT I I SHERMAN PRVNTJSS I
5888 77.32 6775 64.30 7182 5300
16121 XXX 30 guns

1786 Cay. RAGE Ar 480


30 Runs xx 58811 Xx 7732 XX 6775
13855 McC:LEKNAND W. WAl.LAC E I I.

xx 6854 XX 7001
Hare 2446 Tu ttle 1804 th 1998
RUCCLUS ITHERS
Marsh 1540 McArthur 2296 2236

Gibson 2560 Gladden 2754 Rairh 1902 Sweeny 3632 rresey 2541

Anderson 1634 Chalmers 2039


XX 643 0 XX 7182 XX 5300
Fond 2660 Jackson 2208
HL)RLBUT 1 SHER1v1AN PRENTISS
8850 XXX 20 guns

1212 Am 320 Williams 2324 McDowell 1930 Peabody 2790


Cay. HARDEE 20 guns
Veatch[ 2584 Stua rt 1310 hliklcr 2510

XX 7318 lxuman 1522 Hildebrand 1834


THINDEMAN Buckland 2108

Shaver 2360

Cleburne 2450

Wood 2508 xxxx

BUELL
6609 XXX 44 guns L6 guns An' 1 6 guns

785 Cay. ^HNST^N Art. 704 1 ] 9220


44 guns
336 Xc 4541 3641 3500

XX 5120 McCOOK T'^_eTCRITTENDEN WOOD

B RECKIN Rf DGA
Rousseau 2222 1528 Bode 2179 Garfield 1500

Trahur 2400 Kirk 2722 Hazen 1424 W. Smith 1462 Wagner 2

Bowen 1100 Gibson 2594 Brucr 1589

Statham IkW

38 1 39
EARLY MORNING, APRIL 6, 1862 (about 9AM) NOON, APRIL 6, 1862

xx

Z PREN

HORLBUT

A . McARTHUR
HAJ

E STUART

A.xxx X
C
HAR6U

Ix
• M
xxx

BRAGG
-• -•
•%
I
BR CKINR1DGE

41
AFTERNOON TO END OF DAY, APRIL 6,1862 SECOND DAY, APRIL 6,1862

® W.WALLACE

xx ^ xxxx
SHERMAN GRANT xx
BUELL
MCCLERNAND HURLBUT NELS
^
_

HARDEE

PRENTISS a '
P K

^
k- { w^
B EC NRIDGE

II

43
SHILOH: Amateur Night in Tennessee
By Robert S. Billings

ajor James E. Powell of the 25th two piec es of artillery nea r the Union
Missouri moved carefully be- camps. Sherman had found out about
M tween the trees, peering ahead the patrol and refusedto let it go out.
anxiously through the pre-dawn dark- Then there was the matter of Colonel
ness. He heard the rustle and snapping Jesse J. Appler of the 53rd Ohio. Another
of the five companiesmarching behind political appointee without military
him. He didn't like this stumbling training or knowledge, he'd turned out
blindly about in the dark looking for an his entire regiment when same of his
enemy apparently no officer except him- men said they were fired on by a whole
self and Colonel Peabody believed ex- line of Confederate pickets. Apple
isted
— at least short of the Confederate wouldn't try that again soon. His mes-
encampment more than twenty miles senger bearing a warning to Sherman re-
away at Corinth, Mississippi. t ur ned
just in time to shout out the
Major Powell didn't like a lot of things general's reply so the whole regiment
he'd been seeing lately. Like those but- heard it: "General Sherman says take
ternut-clad soldiers he'd noticed
watch- your damned regiment back to Ohio."
ing his whole division pass in review on That might have made General Sherman
theirdrill
field the previousafternoon, feel mighty and Colonel Appler
He had managed to convince the divi- pretty small — but it didn't tend to make
sion commander, Brig. Gen. Benjamin other officers feel diligent about active
M. Prentiss, to send out a patrol. The patrolling.
commander of the patrol reported Appler was pretty old for start-
they'd moved out threemiles and found ing out as an inexperiencedregimental
nothing. That was enough to convince commander — nobody would listen to
the general. Most of the generals were him. But fortunately Major Powell had a
political appointees, new to the military, brigade commander in whom he had a
and they didn't want to look bad. Noth- lot more confidence. He was Colonel
ing made a new general look foolish so Everett Peabody — a tali, impressive
quickly as acting like a nervous Nellie man of some accomplishments. He was
over every false report of an "enemy no Ylfest Pointer, but a Harvard-edu-
nearby cated engineer, used to making key deci-
General William T. Sherman had sions while building railroads in the
learned
this to his sorrow back in Ken- He might be fairly new to the mili-
tucky when he'd thought he was facing tary but he trusted his own judge-
an enemy of countless thousands. He'd ment, didn't mind speaking up whena
lost his command for a time, and the superior was and had the guts to
newspa pe rs were making snide refer- carry out what he kit had to be done.
ences to his "insanity" He was finally And if he had trouble getting a needed
back commanding a newly formeddivi- action approved , he'd go ahead and do it
sion — but he sure wasn't doing any first, then worry about the approval. An
over-reacting to reports of an enemy army always had lots of generals trying
presence. Recently a subordinate officer hard to look like unconcerned veterans,
had made ready a patrol to investigate a and even more nervous and probably in-
report of hund red s of the enemy with competent Applers. But if an army was
ever going to succeed, there had to be a
few like Peabody around to make up for
all the rest.

45
Colonel Peabody went straight to Gen- Once again firing suddenly broke out. The war was starting into its second The first thing was to combine the scat-
eral Prentiss and told him the army was It was only another small group of Con- year and the situation in the Yost had tered remnants of Rebel forces in the
in danger of attack and had damn well federate pickets who quickly withdrew. suddenly become critical. Up until this Vl st. Ward went out to General Albert
better be put in a prepared state. The So Powell's five companies plodded on time there had been a number of small Sidney Johnston, General PT. Beaure-
Colonel wanted to put some artillery in toward a knoll they could just make out actions, but nothing to equal what was gard, Maj. Gen. Leonidas Polk—to
position to defend the camp and to in the gray light of dawn. about to occur After some preliminary nearly everyone except the defenders
ready the entire division for an immi- Suddenly they saw, waiting for them sparring, it looked as if Missouri would left at Island Number 10— to march
nent attack. The General scoffed at the to close the range, a long line of kneeling be held mainly by the Union, while Ken- immediately for Corinth. Precious new
whole idea. Peabody went back to his riflemen. Powell's men immediately be- tucky and Tennessee would remain con- weapons just arrived through the block-
brigade cursing the stupidity of some gan firing. The return volley of the tested ground. In this wild, rough coun- ade were hurriedly sent west. And the
high-ranking officers. kneeling men hit them like a sudden fur- try routes for transporting men and ma- accompanying message was desperate
A little scoffing would intimidate an nace blast. The battle at last had begun, terial were key to control. And that — stop the Northern forces before they
Apple; but not Peabody He got to- meant the rivers, especially the Missis- reach Corinth.
gether with some of his officers and told hiloh was a battle of accidents and sippi and the 'Tennessee which mainly And so thousands of men and weap-
them he was going to act on his own - stupidities; of wonderful might- ran north-south, and the railroads, the ons and many of the most highly valued
to hell with sitting there stupidly just be- S have-been's and calamitous al- most important of which was the Mem- Southern leaders were converging on
cause some idiot with a general's rank most-were's; it was most of all a battle of phis & Charleston, running east-west Corinth, fully aware that they must soon
didn't have sense enough to put two and terrible ironies. Perhaps the greatest and serving as the "vertebral column" of recover in one great battle all that had
two together. Peabody determined to irony of all was that this horrible blood- the Confederacy Realizing the impor- been lost when Forts Henry and Done]-
send out a very early patrol before light letting, the largest and most costly battle tance of the rivers, the South had estab- son had fallen.
the next day. I€ his camp was going to be up to that time in American history, was lished strong forts along the Mississippi The North too realized how crucial the
attacked, he'd damn well have some fought around and named after a small (at Vicksburg and Island Number 10), operations of the next few weeks had
warning of it in time to do something wooden church at "Shiloh" — whose the Tennessee (at Fort Henry) and the become. Grant's army of six divisions
about it. worshippers had been inspired to call it Cumberland (at Fort Donelson). It was sent up the Tennessee River with es-
Thus it was that Major Powell had by the Biblical name meaning "place of looked like a long-term stalemate. corting gunboats to select a base of
been sent out with five companies at peace" And when those kneeling men And then General Ulysses S. Grant had operations near Corinth. Then Maj. Gen.
three o'clock to find what the hell was released their thunderous volley as prel- thrown all the pieces up into the air by Don Carlos Buell was ordered to march
out there. General Prentiss could like it ude to the massive slaughter the day rather suddenly (to the surprise of his his army, operating on the Cumberland
or not, but Major Powell was deter- just beginning was Sunday April 6,1862. theater commander General Henry Hal- around Nashville, overland to join with
mined to give Peabody a genuine recon- To understand the battle — if "under- leck) capturing both Fort Henry and Fort Grant on the Tennessee. Grant let Sher-
naissance and an accurate report. If there standing" can ever apply to such a con- Donelson. man pick the point of conjunction, and
really was an enemy out there, by God fusing series of events — one must real- Southern strategists were shocked. he chose Pittsburg Landing. Now it was
he'd find it in time to get the army out of ize that both armies there were made up With the north-south river routes open to be a race to see who would collect his
bed before the attack came. of almost totally inexperienced, and for Union gunboats to run up and down scattered armies first — to use against an
Suddenly, as dawn began to lighten even untrained men. Many soldiers had at will, both Kentucky and Tennessee enemy only partially ready
the sky, one small detachment of Pow- never fired a rifle before — in fact some were now apparently incapable of being General Albert Sidney Johnston had
ell's men saw a Confederate horseman had just been issued their weapons. defended. Perhaps more important, the managed to get most of his men there
just ahead. They tried to pull back and There were a few officers on each side very spinal column of the Rebel state first. Grant waited at Pittsburg for
join their main body Then they heard who had fought in battle before —but but was in danger of being severed. The Buell's army to join him. The heavy rains
three quick shots and the sound of many who had not. And the veteran east-west Memphis & Charleston Rail- had made the Tennessee country —
horsemen retreating. leaders were most often men who had road ran roughly parallel to the southern rough and hilly cut ravines, crossed by
Vlbre these part of an isolated patrol led small groups in the Mexican war and border of Tennessee Rivet It passed swollen rivers — a miserable area to
or the vanguard of a vast army? Powell had little knowledge of how to fight through Corinth, and not far from the move troops through. And military engi-
had to find out. such a large battle as this would become. Mississippi. Here it intersected the key neering this early in the war had not de-
Combining his separate groups into a So they would all have to learn together, north-south Mobile & Ohio Railroad. veloped very far; Buell's men had been
skirmish line, Powell sent it forward into from each other, and the price of the les- Southern leaders were horrified to see held up for nearly a week by one un-
the field that loomed ahead in the dim son would be thousands of dead and that the North could run its army pro- bridged river they finally waded across.
light of dawn. dying. tected by gunboats, up the river to Johnston was aware Buell was on the
Again they were fired on this time within a few miles of Corinth. From way and determined to attack before he
by a small group of riflemen who also there, a short overland march would let could join Grant. Without Buell the Con-
had to retreat before them. Still the it cut the main east-west communica- federates would be at least equal in size
Union troops marched straight ahead tions of the Confederacy Something
into the slowly lightening field, would have to be done — and done fast.

46 47
porary fortifications. And the artillery Major Powell's men had been having Only these actions had
Grant's army (both with about45,000
men). If Buell ever got there with his was not even where it could quite a time in a continuing firelight averted a complete surprise. For two
men, the Union forces would have an provide defensive fires. with skirmishers sent out to screen the hours now the sound of firing had been
Finally, patrol activity had been not main attack formations of the Confeder- heard in the camps. While there had
overwhelming advantage in numbers.
only remarkably limited but, in some ates. It had started around five o'clock. been na immediate formation of all
Johnston had made the right decision.
cases, actually forbidden. Sa the odds The men from the five companies had available troops,Colonel Peabody, as
The question was, could he carry it out
swung back to the Confederates. Per- held their own but could not get far notedpreviously had readied his bri-
M time?
haps they could catch the Union army enough forward to see the thousands of gade for action.
still in bed asleep and Mn such a victory men forming behind the screen of skir- Peabody, moving his brigade forward,
he Union troops werenot the only
that all previous Northern accomplish- mishers — some a mere quarter-mile first met Major Powell and his retreating
ones to behave like rank ama-
ments would pale in comparison. away. Finally Powell seeing the enemy men. He kept on and found Lieutenant
T teurs. Johnston's troops managed
skirmishers being reinforced and cavalry Colonel'Abodyard's men retreating to-
to get so fouled up in their approach That was the case — until Colonel
to ignore working around his flanks, decided he ward Forming a quarter-mile-wide
march that the whole operation had to Everett Peabody had decided
instructions from his commanders and had enough evidence and it was time to Firing line with this combined Pea-
be postponed. Maj. Gen. William
follow his own judgement. It was lucky pull back. body waited on a swell of ground with a
H 's troops, who were to attack in
for the North that he did. On his way back tocamp, Powell met ravine in front of him. Then over the
the first wave, could not get in position
Sa now when the Confederates lined Colonel David Moore with part of the ridge, less than a hundred yards away,
to attack on April 4 as originally sched-
up and began to close in on the Union 21st Missouri sent out as reinforcements. came the crowded ranks of Shaver's
Wed. They finally got up and ready on
camps in the pre-dawn dark, they ran The colonel insisted Major Powell and men.
the 5th. But the supporting troops
into Major Powell's little force of five in- his wounded men join the new group, The Union force, though outnum-
wdn't get up in time and Hardee's
fantry companies. Soon the rattle of the and together they went toward to form- bered, fired
rapidly and forced the at-
men stood most of the day waiting for
musketry was heard by the sleepy-eyed ing Confederates. Meanwhile, a lieuten- tacking ranks to stop for a stand-up fire-
them. When they began to arrive it was
Union soldiersgetting ready to face an- ant sent back to report what was hap- fight. Back and forth the volleys were
too late in the day to start the attack. So
other dull day in camp. Messengers pening had convinced a still reluctant traded. Then two regiments of
another precious day was lost — and
came back with word of what was hap- General Prentiss to dispatch Lieutenant brigade, on Shaver's left, appeared

Brig. fl. William Nelson's troops,
pening — and soon the wounded began Colonel Vlbodyardwith another group but formed that Peabody's men could
Buell's leading division, was reported
closing fast on PittsburgLanding and to flow back from Powell's force. of reinforcements. It was nearly 7:00 a.m. fire into their flank. The two Confederate
could arrive the next day The Southern Even now the warnings were not given when this third group reached the regiments, also containing many new re-
much attention by all the commanders. others. wildly at the Union volley.
cruits, fled
margin for victory was rapidly
"over-
Vlbrried they might be observed While moving forward, the combined This flight infected the regiment on the
decreasing.
In fact, after the all-day delay while reacting," they were still trying to play forces were struck suddenly by a wither left of Shaver's brigade, and their eight
Hardee's men were already inposition, the role of steely-nerved veterans. ing fire. Several men and officers went hundred men were soon pounding to
Beauregard (whom Johnston had made Not Colonel Peabody. He got all his down. Powell thought it was time to pull the rear. Again it took several minutes
second-in-command and his main ad- available men into formation and his men out. The first group of reinforce- before the officers were able to restore
viser) argued that the attack should be marched them out where they could ments also withdrew and headed back some kind of order It was thus about
called
off because there was no longer a make a stand while other units were still to camp. But odya's men stopped 8:15 a.m. when this section of the Con-
chance for the complete surprise they forming. on a rise and continued firing. federate line was given the order to fix
on. But Johnston was de- General Prentiss, angry his instruc- It was now 7:15 a.m. and all indications bayonets and charge. This time they
had counted
termined to attack. So the troops were tions hadn't been followed, and still not were that something big was about to swarmed in on both flanks of Peabody's
put in their assigned positions well be- realizing the terrible danger the army happen — though no one had yet seen lone brigade and swept it from the field.
fore daylight. was in, came riding up and harshly re- any large Confederate units. Peabody had finally been conquered —
The Union troops had thus been given buked Peabody for "bringing on an ac- but it was 8:30 a.m. and precious time
ample warning signs of an impending tion" without authority to do The nd then — them they were!Cal. R. had been saved for other units to form.
attack — but it came as a complete sur- general said he would hold Peabody G. Shaver's Confederate bri- Somewhat to the east of Peabod y's
prise an ay. For despite the fact that "responsible." Peabody told him he al- gade came marching steadily men, Prentiss had finally got Colonel
both armies had about 80 percent inex- ways took responsibility for his own ac- across the open field to their front. A few Madison Miller's brigade formed. They
tions and turned away in disgust to pre- Federal riflesfired — and proved inex- waited, augmentedby Peabody's 16th
perienced troops who couldn't seem to
pare his men for their coming trial. perience was not confined to the Union Wisconsin, whose camp had been too far
do anything quietly and were perpetu-
ranks. These few shots threw the brigade away for them to march out with their
ally firing off their weapons just to
they're still working," the of Confederates into such disorder it awn brigade. Two batteries of artillery
"make sure
Northern commanders refused to con- took several minutes to straighten them added needed strength to the line.
sider the possibility of an attack on their out. But then they came on again, and
camps. And worse, there had been abso- this time even Colonel 1hi3odyard de-
lutely no preparations for defense: no cided it was time to get out.
digging-in, no building of even tem-

49
48
The Confederate attack wasn't long in look at the overall dispositions of While General Sherman had no officer as he could. Most of his regiment imme-
coming. Brig. Gen. A.H. Gladden's and both armies further confirms with Peabody's initiative, he did get diately followed and was lost from ac-
Brig. Gen. J. Chalmers' brigades were A the amateurish nature of the some warning of the attack before it hit tion for the rest of the battle.
advancing some distance east of commands. The Confederates were com- his camps. Colonel Jesse Apple; an eld- Sherman had four brigades — but one,
Shaver's. Getting tangled up in a left- ing in three waves: the first under Gen- erly novice leading the 53rd Ohio, had Col. David Stuart's, had been posted
wheel movement, Gladden's regiments eral Hardee, the second under Maj. Gen. been worried sick about what might be way over past Prentiss' men to cover the
were struck by volleys from the solid Braxton Bragg, the third under General about to happen. He had been hearing army's left flank all the way to the river.
Union formation. This stopped the at- Polk A small reserve was kept under firing for some time. He had earlier sent Sherman would have to leave him to his
tack and a firelight ensued. Prentiss had Brig. Gen. John C. Breckinridge. How- out a small group of men to investigate. own troubles — which would soon be
to keep moving regiments rearward to ever, rather than having each com- Now they returned with alarming re- bad enough. But that left Sherman to
keep a semblance of a defensive line. mander responsible for a segment of the ports of heavy firing and felt sure an at- cover the right flank with only three bri-
The attack was being contained — but battlefield so he could keep some control tack was about to hit them. Still Appler gades: Col. J. Hildebrand's, Col. R.P
the overwhelming numbers of Confed- over his units, each wave covered nearly was unsure: he had been insulted by Buckland's, and Col. J.A. McDowell's, in
erates were threatening at any moment the entire front. Thus it was almost im- Sherman the last time he had tried to that order from left to right. These bri-
to break through and around this three- possible for any commander to exert warn him. Then a wounded man from gades were quickly put in formation and
thousand-man impediment in their path. control over his own troops during the Major Powell's engagement came back marched out.
Meanwhile, Peabody's line had col- battle. In fact, this soon became so obvi- through Appler's area shouting that the Hildebrand, with only two regiments
lapsed and men were retreating through ous that in the middle for the battle the Rebels were coming. afterAppler's had fled, soon found him-
their camps, some still putting up resis- plan had to be changed and each com- Colonel Appler decided to act. The self busily engaged and his line starting
tance, some merely drifting rearward on mander was given responsibility for a drummer's long roll called out his regi- to breakup. Despite all he could do,
the road to Pittsburg Landing. Peabody small part of the front. This meant that ment and messengers sped to warn most of his men were soon on the way to
himself, already wounded four times, commands were hopelessly jumbled and Sherman as well as the brigade com- the rear.
was desperately trying to hold the rem- brigades went in under one leader and mander. Then the regiment was marched Buckland had a good position behind a
nants of his men together. He rode then were shifted to another. Undoubt- out to take the position in front of its ravine and did considerable damage to
through the camp looking for General edly this jumbled command structure camp. Looking up and seeing the ranks the Confederates as they tried to cross it.
Prentiss. Before he could find him a fifth was at least partly the cause of the Con- of Southern soldiers marching toward Artillery support backed the Union's
shot struck him in the head — finally federate forces missing so many golden them, Appler quickly led his exposed stubborn defense in this spot. Here a
killing the man who, more than any opportunities during the day regiment back through its camp and spirited fight developed which contin-
other officer, had kept the Union forces But the Northern troops also were took position behind it. ued until after 8:30 a.m.
from being surprised in their beds. stuck with a colossal stupidity in their It was now about 7 a.m. and General To Buckland's right and serving as the
With Peabody's line gone on the right troop arrangement. The furthest divi- Sherman, thinking perhaps he had better extreme right flank of the army was
and a whole Confederate brigade sions from Pittsburg Landing were investigate these reports after all, rode General McDowell's brigade. He had to
(Chalmers) coming up on the left flank, Sherman's on the right and Prentiss' on up with members of his staff. While move one regiment to his left to cover a
Prentiss' Second Brigade began to break the left. Behind these were Maj. Gen. Sherman was gazing off to his left gap between his men and Buckland's,
up as well. Within minutes, pieces of John McClernand's on the right and through his field glass, a group of Con- but except for this one regiment, his
regiments were rushing back through Brig. Gen. Stephen Hurlbut's on the left. federate skirmishers suddenly appeared troops had not been engaged.
their own camps, with only a few men Brig. Gen. W.H.L. Wallace's division was to his right and cut loose with their mus- Then, as Hildebrand's brigade began
keeping any kind of regimental closest to the headquarters and supply kets. The volley killed Sherman's orderly to break up on the division's left, Buck-
organization. point at Pittsburg Landing. The sixth di- and the group of officers scattered. land and McDowell had to be ordered to
it was now 9:00 a.m. Prentiss' division vision under Maj. Gen. Lew Wallace was Although scoffing at all previous pull back to keep them from being
no longer existed as a coherent force. five miles away at Crump's Landing. warnings, Sherman was in a moment flanked. The order was much easier to
Amateurish mistakes had placed it in a Ironically then, the new, green divisions convinced. Shouting to Appler to hold give than to execute.
hopeless position and made its destruc- were the most exposed to enemy attack his position at all hazards, the general First, one of McDowell's regimental
tion nearly certain. One entire regiment, and would be hit first — while those sol- dashed away to get support. commanders was so drunk he marched
newly arrived, had been marched out to diers with at least some experience Appler and his men could clearly back only half of his troops. Then a bat-
form in battle line and wait — with would get into the fight only later. This make out, as far as they could see, long tery of guns was ordered to shift from
empty guns. No one had thoug)t to is- helps to explain why two divisions first lines of Confederate troops approaching. the right flank of the division to the left.
sue them ammunition first. attacked had so many regiments com- Now was the time for heroic stands. But It went racing up the Purdy road just as
Yet the division's short but desperate pletely shattered, with their demoralized this amateur was not the man for it. He Buckland's troops had withdrawn and
fight, flawed as it was, had given sub- men spending the rest of the battle cow- lay down behind a log, his face a ghastly were lined up there. To add to the con-
stance to Peabody's courageous personal ering in fear at Pittsburg Landing. white — then suddenly jumped up,
initiative. The Union army now had a shouted to his men to retreat and save
chance to survive the hours of hard themselves, and ran for the rear as hard
fighting that lay ahead.

50 1 51
fusion, a large mob from Hildebrand's their commander—but such was the PittsburgLanding area,thereby cutting But the small actions of little groups of
disintegrating regiments at this moment case. Maj. Gen. Grant had been staying off any Union avenue of escape and as- men were using up precious minutes
came fleeing down the mad in the oppo- at his headquarters in Savannah, about suring the complete destruction of and taking some of the steam out of the
site direction. Caught with wildly run- ten miles down river from Pittsburg Grant's forces. Confederate attack. And Union rein-
ning horses one way and fleeing soldiers Landing. Buell's troops were due to ar- It is clear the Confederate commander forcements were at hand. Brig. John
the othe; Buckland's brigade was a rive there soon, and he wanted to be on realized this — but there is no evidence Mc h's brigade (of W.H.L. Wallace s
mass of absolute confusion. Then with hand to see that they were transported M the battle orders that the Confederate division) had just come up on Stuart's
Confederates attacking from its front, quickly upriver to joM his army In fact, right flank action was properly planned. left. Confronted with threenew regi-
large numbers from Buckland's brigade one brigade of Nelson's division had al- First, there was no strong initial force di- ments and some extremely rough ter-
along in the wild retreat.
were carried ready arrived and the rest were due recte towaM this area,and second, this rain, the Confederates did little beyond
But Sherman, now that he was in a shortly But the sound of heavy firing was the section where the Rebels occasional sniping. So for two hours the
fight, was in it all the way He already from the direction of Pittsburg Landing their attack longest. determination of small parts of a few
had had one horse shot from under him had disturbed Grant at b kfast. Leav- It was only after Prentiss' camps had regiments had held Grant's left flank —
and had been shot in the hand himself. in woM for Nelson's men to be been overrun that troops were sent to though they threatened to collapse at
But he was cool and decisive. He marched overland to a spot opposite the right flank —and it was nearly 11 any moment.
the charging battery and or-
stopped PittsburgLanding, Grant boarded a boat a.m. before Chalmers' brigade got into The center of the Union line (where
it into position right where it was.
dered and headed for the sound of the firing. position to attack. As if to prove that lack most of Prentiss' regiments had disin-
But as it began to obey the order, its bat- As he passed Crump's Landing he of professional skill was equally appor- tegrated and flowed rearward) was
tery commander was shot and the entire shouted over to Lew Wallace to ready tioned on this battlefield, when the 52nd helped by two factors: Hurlbut's divi-
battery
fled in panic the five his division to march to the battlefield Tennessee were Fired on by a few Union sion had earlierbeen requestedto send
guns unattended. As Sherman struggled and wait for an order to start. Then he skirmishers, almost the entire regiment help to Sherman, and Col. James
to regain some order his second horse continued upriver and quickly disem- broke and ran, refusing to reform for the Veatch's brigade was immediately dis-
was shot from under him. Catching a barked at PittsburgLanding. Sending disgusted Chalmers. patched to the army's right. His other
horse, he mounted it —
loose artillery word to Wallace to start immediately, he Then it was the Union's turn. Officers t wo brigades were formed and marched
and within twenty minutes that one was went directly to the front, where he con- of one of Stuart's regiments, in trying to until they could see the Confederates
shot as well. In a few minuteshe had lost ferred with all his field commanders, in- perform a turning movement, soon re- coming behind Prentiss' retreating men.
most of his division — Hildebrand's and structing them to hold on until Lew Wal- duced their formation to a confused, The two brigades were just in the right
most of Buckland's was gone; only lace appeared to bolster their position tangled mass of bodies — which were place at the right time. They able to
McDowell's appeared in any order. with his seven thousand fresh troops. soon racing toward the Stuart just check the Confederates after the break-
Although Grant never seemed dis- managed to stop them after two hun- up of Prentiss division, and a new line
em was a chance for the Con- mayed or lacking in confidence of ulti- dred yards. Then as Chalmers' troops began to build up close to the Hamburg -
federates to wrap up their vic- matevictory, the prospects then must drew closer, another regiment simply Purdy mad. Then when Chalmers' and
H tory and recapture control of have looked very grim indeed. His or- t oo k off running and was not seen again Brig. Gen. John K. Jackson's brigades
the Vll st. Prentiss' division was in the ganizations in contact with the enemy in the course of the day. One regiment, were sent on their long march to attack
process of disintegrating. But the ama- were breaking up and a huge mob of the 54th Ohio, did stand and fight. But the right flank, pressure was suddenly
teur spirit was loose in more than one stragglers were surrounding the landing with the help of well-positioned Confed- eased in this central sedo and there
army. Many of the Southern soldiers, en- area — impervious to pleas or com- erate arilllery, Chalmers finally drove was little time to get a defensive line
tering the captured Federal camps, were mands to reform. Grant had been mak- ev en this group back. But now, with the Heady.
amazed at the sudden wealth displayed ing amateurish mistakes in his failure to way open to strike di rec tly for the Land- This line was made up of the two bri-
MI around them — fo od in quantities prepare his army for defense now he ing, the Confed erate t roo ps lost a gades from Hurlbut's division on the left
they had never seen in their own army, was going to have to become very fast in half-hour before continuing the attack. and two newly arrived brigades
fancyuniforms, blankets, tents loaded the true test of battle leadership — Another Confederate brigade, Jack- W.H.L. Wallace's division on the right.
with treasures such as some of the men restoring a hopeless situation while son's attacking on Chalmers' left. Unfortunately there was a considerable
had never seen. Little wonder; then, that under fire. The regiment it would have faced was gap between the two forces — but even
many of the Rebels were soon leaving Only on the extreme left of the Union the one that fled before the fighting re- here things fell just right for the Union
their formations to roam about the been no debacle. There
line had there ally started. Only one detached com- army A small group of Prentiss' troops
camps in search of plunder. good Sherman's detached brigade under pany of skirmishers remained as a fight- had been salvaged the rout —
fortune of the Southern army seemed to Colonel Stuart was by itself supposed to ing force — and it did put up a hard pmbably less than a regiment in But
be breaking up Confederate units as hold back any attack close to the river. fight before all were killed or captured. then there appearedthe 23rd a
badly as fear and panic was destroying This was an important area — for suc- A small group of the 71st that had not new regiment which had just been as-
Union formations. cess here for the Confederates would let disappeared with its colonel put up a signed to Prentiss but hadn't arriv ed
It is difficult to realize that the Union them go by the shortest route to the st rong rear-guard action before it too time for the early morning fighting.
troops had been so long engaged in a was overwhelmed. Eight hundred strong, this unit more
great battle without any contact with than doubled his scratch force.

52 53
Prentiss' small reorganized force was But the battle continued of its own McArthur 's brigade, serving as a slim There were an ample number of men
just enough to close the gap between momentum. With so much of the Union bridge joining the Hornets' Nest to still in their depleted formations —but
Hurlbut on the left and W.H.L. Wallace army out of the fight, the Confederates Stuart's men on the extreme left flank, they did not have it in them to attack
on the right. Also, the line was bolstered now had overwhelming superiority. began to fall apart and retreated at 1:30 with the verve they had felt earlier in the
in places by a number of artillery batter- And if they just could get some of it di- p.m. Therefore Hurlbut's troops on the day.
ies. Furthermore, a good part of the line rected to the right places.... left end of the Hornets' Nest were forced And now there were also, strangely
was along a "sunken road" — which to recess their flank. Stuart, now isolated enough, some factors favoring the
gave some protection to many of the he right wing of the army initially far out to the left, could do nothing but North. The "final line" Grant had been
men stationed there. This position was Sherman's division, was in a bad salvage as many men as he could and establishing, and which was occupied by
extremely important to the Union cause T way. After their attempt to estab- take them back to where Grant was be- 5:30 or 6:00 p.m., was formed that day It
— for in spite of desperate fighting lish a new line along the Hamburg- ginning to set up a final line near the was on high ground, with a clear space
against many attacks, they were able to Purdy Road had failed, both Sherman Landing. With still no sign of rein- behind it where reinforcements could be
hold out here for the rest of the morning and McClernand were pushed steadily forcements from either Lew Wallace's or quickly rushed from one spot to another.
and much of the afternoon. The position backward, losing much of their artillery Nelson's long overdue divisions, Grant Its right flank was anchored on Owl
was so `tot" for attacking Confederates along the way A half mile further back knew he would have to save the army Creek (where Tilghman Branch acted as
that it was known ever afterward as the they finally were able to establish a line. with what he had. another barrier in front), and its left
"Hornet's Nest." Here they held from about 10:30 a.m. un- Now the last act of the Hornets' Nest flank was resting on the Tennessee River,
So there came a curious suspension of til the middle of the afternoon — though had finally begun. Confederate artillery controlled by Union gunboats, with an-
the disaster falling on the Federal troops. with increasing precariousness. had been collected from all parts of the other deeply ravined creek, Dill Branch,
Almost knocked out, both flanks about Now for the early hours of the after- field placed so its fire could converge on across its front.
to cave in, with thousands of demoral- noon it was just hard fighting. Again and the strong point. There were 62 cannons Grant's artillery chief had collected 52
ized soldiers cowering at Pittsburg again Confederate troops were hurled at hub-to-hub in line. For nearly an hour guns to post along the line, most of them
Landing, and with the only reserve (Lew the Hornet's Nest, only to be stopped they directed a steady storm of shells at on the part of the line running west from
Wallace's division) off wandering some- short of their goal by the massed infan- the Stubborn Union position. It was too the Tennessee River. Where the line bent
where hours away — the Federal "line" try and artillery fire. Here the Federals much. The Union artillery not already back toward the north there was an es-
nevertheless had somehow stumbled had not only the protection of the shal- destroyed had to be withdrawn. Then pecially heavy concentration of guns.
into a semblance of an army holding a low sunken road and the shelter of the Hurlbut's troops on the left of the line And where Dill Branch flowed into the
defensive position. It was perhaps part trees and bushes, but also a clear field of began to drift back. On the other flank, river, two Union gunboats sat with their
illusion and could crumble at a dozen fire to their front for hundreds of yards. Sherman's and McClernand's troops had huge 8-inch guns and hundreds of shells
places at any minute —but it was there. Bragg, who was urging on the charges already gone. Yet Prentiss and W.H.L. to pour out on any target. Finally there
It was there partly because of the com- here, made no attempt at other solutions. Wallace decided to stay and fight as long was now ample infantry to support the
mand faults of the Confederates men- It was always the same frontal attack - as they could. Then a shot felled Wallace guns. All retreating regiments had been
tioned earlier. A determined, directing with the same bloody, unsuccessful end- and his men began to stream to the rear. funneled into this one area, and al-
hand, mustering its forces to hit the most ing. It was here that the Union troops As a last desperate move Prentiss pulled though there were from seven to ten
promising spot, could have made all the began to even the score for the back both ends of his line. It was finally thousand stragglers clustered near the
difference. horrendous casualties they had taken circle-the-wagons time. The remaining river, there were far more who had
But that hand was not there. Johnston, all morning. men were pushed into a perimeter de- stayed in the battle lines, still processing
in overall command, was forward with With so many weak spots to strike, the fense. their weapons, ample ammunition, and
attacking units. And while he was direct- attention of the Confederate leaders Still they held out, knowing every min- determination to fight.
ing troops in the hottest part of the field, seems to have been hypnotized by this utes' delay might help save the army It Cracking this "last ditch" defense that
the Union troops received another badly one Union strong point. In vain did bri- was 5:00 ... then 5:30, Finally Prentiss Grant had arranged would be no cinch.
needed assist. About 2 in the afternoon gade and regimental commanders beg surrendered the remaining men — about And given the excellent fields of fire and
Johnston was wounded -- a bullet in the for artillery support or an attempt to 2200. It had been a long and costly hold- the nearly impassable terrain the Con-
leg that he didn't even notice at first. But take the position from the flank. Back out. The question was — had it held out federates must cross to get to the line,
it was a "bleeder" — and before proper they were sent across the open field to long enough? there actually was little chance the ex-
medical help could be obtained he had add to the carpet of bodies being laid The Confederate leaders were con- hausted Rebel troops could overcome it
bled to death. Now the command would down there. fident, when the remnants from the Hor- in the short time before nightfall.
pass to Beauregard — who had felt so Eventually a kind of sanity had to pre- nets' Nest surrendered, that a great vic- Nevertheless, it had to be tried. Chalm-
y
little confidence in the attack he had vail. All available artiller batteries were tory had been won. All they had to do ers' and Jackson's brigades were sent in
tried to have it called off. ordered to the area. Also infantry attacks was push on little more than a mile and on the leg extending west from the river
on the flanks began to erode the Hor- the Union army would be pushed into
nets' Nest from the two ends. Soon Sher- the river. But the troops were exhausted
man and McClernand's men on the right from a day of fighting. Many were still
of the area were being forced back. looting the camps captured earlier, and
others were merely drifting rearward.

55
Neither came even close. The artillery stood with his hat pulled low over his
nd so the amateur armies had BIBLIOGRAPHY
alone could do most of the killing, and marched onto the boardof his-
eyes, water pouring over his curs- Bruce Catton. GR AN T MOVES SOUTH.
tory and collided. The few expe-
the infantry nowhere was seriously chal- ing his decision to leave a comfortable Little, Brown and Company Boston,
rienced
officers, the political hacks, the
lenged. Around to the north flank the home to come find glory in this god-r- 1960.
story was the same. The Rebels were many novices, the competent and the in-
mken, waterlogged, ravine-chopped
clearly too much fought out to crack that competent, the courageous and the cow- Bruce Catton. THIS HAL LOWED
hellhole of a land.
line. It would have to wait till morning. In the morning Grant ordered
ardly and the thousands of raw recruits GROUND: The Story of the Union Side of
all avail-
able troops to advance and recapture the
had all come to find glory on the field of the Civil War. Doubleday & Company,
hat the Rebels didn't know Federal camps. With Buell's divisions baffle. What most of them had found Inc., Garden City, New York, 1956.
was that the fate of the next crossing the river all night, the situation was something far different from what James Marshall-Cornwall. GRANT AS
w daYs battle was also being they had expected — and it had little to
was greatly changed. The Union army MILITARY COM MAN DER. B.T. Bats-
decided. On the right flank Lew now numbered 45,000., the Confederates do with glory
ford Ltd., Van Nostrand Reinhold Com-
MIlace's 7000 troops were finally filing only a little over 30,000. Beginning on Some, like Colonel Jesse Apples could pany New 1970.
into position. Wallace had not been told only run firm the madness and cower
the right flank the Federal line consisted
under the bank at Pittsburg Landing. He James Lee McDonough. SI MOH —IN
clearly which road to take, had taken the of Lew Wallace's fresh division,
would be sent home. Major Powell may HELL BEFORE NIG HT . The University
longer one that came out near Sherman's Sherman's, McClernand's, Hurlbut's,
have felt some satisfaction that his life's of Tennessee 1977.
original position, and when informed then (all from Buell's army) Brig. Gen.
that he would have to take the road Alexander Mcd. Mc stubborn competence had made a differ- Wiley Sword. SHILOH: BLOODY
ok's, Brig. Gen.
along the river he had been forced to ence in the outcome of history W can't APRIL. William Morrow & Company
T.L. Crittenden's, and Brig. Gm. William
countermarch a number of miles to get Nelson's. be sure, for Major Powell was killed New York, 1974.
to it. But he had arrivedat last, with his The attack went well at first, almost the same time during the first day Whether
troops ready for battle. entire
Confederate line having with- Colonel Peabody amateur only in that
And now there was more goad news. drawn some distance the previous night. he trusted
his own judgement over that
Buell's leading division had marched But, disorganized
as they were, the of fools wearing generals stars, was
downthe other side of the river and was Rebel's managed to stabilize their line praising God or cursing General Prentiss
being ferriedacross to bolster the Fed- about 8 a.m. From then on it was steady when he fell from his horse in the com-
eral lines further. Most of Buell's other meat-grinder warfare. Charges and pany street after his fifth wound we like-
divisions would arrive during the night. wise can never know — for his fifth
countercharges were called for and duti-
General Bragg and others, when mem- fully wound was finaL
each one adding scores
ory had erased some of the day's trials, or hundreds to the casualty lists, but We do know that General Prentiss be-
argued about the lost "golden op po rtu- with little other effect except the gradual come something of a hero after he had
nity" of that last bit of daylight.Beaure- withdrawal of the Confederate fames. made his report of the battle. He has
gard had finally ordered the attack Before long the Union troops were back much to say about his own actions —
stoppedand the troops pulled back so in the same old Hornets' Nest area. Still but absolutely nothing about his subor-
they could use the Federal camps for charge and countercharge continued. dinate Colonel Peabody's. One might
bedding do . He said they would fin- Slowly the route of the battle of the pre- deduce from this that, since history must
ish the job in the morning. Despite vious day was repeated in reverse. Noon come from live sources, it is of con-
Bragg's assertion that the attack should found the Confederates back at the siderable advantage to one's military
have continued that night, most evi- Hamburg-Purdy mad. By 2:30 p.m. reputation to emerge from a battle alive
dence contradicts his assertions. And Bea uregard had faced (though captured) than heroically dead.
the reality of the
other witnesses testified that Bragg him- situation. There was no chance for a But perhaps Colonel Appler was think-
self at the time, realizing his troops' and So uth er n victory. He might as well cut ing along thoselines when he headed for
his own exhaustion, was quite happy to PittsburgLanding.
his losses and run.
accede to Beauregard's order. Only There was no rout. A rear pa stayed We do know that many of these bum-
much later did the "golden opportunity" M place near Shiloh Church until after bling, bungling leaders would even-
argument begin to surface. tually become very professional at the
four. Later when Sherman's troops at-
That night itself was the worst in the tempted a pursuit, their advance ele- game they had chosen to play — no mat-
memory of many of the soldiers present. ter how amateurish their start. Grant, for
ments were dealt a hard blow by some of
The thousands of dead and wounded Morgan's Kentucky cavalry So finally example, would command all the Union
were everywhere, and most of them had the exhausted armies and serve two terms as President.
Confederate army was al-
to lie where they fell, to die or suffer But many of the 10,000 Confederate and
lowed drag itself back to where it had
through the long night. To make matters started, at Corinth. 13,000 Union casualties would retain
far worse, later that night it began to ram theiramateur standing in perpetuity —
heavily. Many a tired
soldier merely battle often tending to shorten drasti-
cally the learning career for some. n

56 57
ACTION COST ACTION COST
Fire and Melee Combat Unit moved onto by routing unit —8
Infantry and Cavalry +3 Leader killed in unit —5
Artillery +8 Unit stacked with unit that routs —15
Enter clear terrain/ Unit retreats —3
peach orchard +1 Unit causes retreat +2
CREDITS Enter light woods +1 Per casualties of 5 men —1'
Game Design Enter heavy woods +2
Chuck Kroegel Enter swamp +1 * A unit with more than 600 men suffers pro-
Enter ravine +2 portionately less efficiency loss. A unit with
Game Programming 900 men would lose67% less and a unit with
David Landrey & Brian Hermundstad Enter ford/stream/bridge +1
1200 men would lose 5096 less efficiency.
Game Development Enter road-to-road square +0 or +1
(randomly
Chuck Kroegel, David Landrey dependent on
& Joel Billings efficiency)
Rules Fortify +15
Victor Penman Per l operation point +6
Title Page of double-time
Tom Wahl
Computer Graphics
Keith Brors and Chuck Kroegel
Customized Disk Operating System (Apple version)
Roland Gustafsson
P]aytesters The attacker's modified strength is divided by Generally speaking, the higher the morale and
Jeff Johnson, James Kucera, Dick Vohlers, the defender's modified strength to determine command control a unit has, the greater its
Victor Penman, George MacDonald, the odds which govern the losses and retreats chances to rally. See chart below for examples
& Cyrus Harris from melee. The odds of 2 to I are considered of percentages to rally. (NOTE: A unit which
the break-even point The defender or attacker begins the game with an EFFICIENCY of less
Art & Graphic Design (not both) may retreat according to the chart than 40 will never rally.)
Louis Hsu Saekow, Cynthia Lee Weems, below. The defender is checked first and then
COMMAND MO RAi. E
Meg Pelta & Ben Willemsen the attacker (provided the defender does not CONTROL 31 40 60 60
retreat).
Typesetting .5 42% 47% 59% 71%
Alga Type and Louis Saekow % CHANCE 55CHANCE
ATTACKER I>E1'NnEB .6 43% 48% 60% 72%
Printing ODDS RETREAT RETREAT 49% 61% 7396
.7 4496
A&a Printers and Lithographers <0.3 60 10 .8 45% 5046 6296 7496
IBM Version 0.3 to 0.49 50 20 .9 46% 51% 63% 75%
Ed Haar 0.5 to 0.99 40 30 1.0 479 5296 64% 76%
1.0 to 1.99 30 40 1.1 48% 5396 6596 7796
2.0 to 2.99 20 50 1.2 4996 54% 6696 78%
3.0 to 3.99 0 60 1.3 5096 5546 6796 7996
4.0 to 4.99 0 70 1.4 51% 5696 6896 8096
5+ 0 80 1.5 52% 5796 69% 81%

58
6 7 9 10 11 15
t
' 1987 by Strategic Simulations, Inc.
All rights reserved 0

6 A nkA 2

Li-to)ir
4
GRAFT'S TRIAL IN THE WEST
5

UNION 8
MROADS n 1000 mints

EN BRIDGE • UNION
3000 mints
la

CONFEDERATE
RIVER 1000 points 12

13
0 CONFEDERATE
CREEK 3000 points
14

Lighter areas of a

El STREAM
given terrain indicate
Elevation 1.
15

16

Darker areas indicate


FORD Elevation 2. 17

0 RAVINE
10

19

20

SLOPE (with ligh t woods)


21

22
SLOPE (clear)
23

CLEAR 24

25

LIGHT WOODS 26

0 HEAVY WOODS
27

28

29
SWAMP
0 1 2 3 4 5 6 7 8 9 [ 18 11 12 13 14 15 16 17 18 19 20 2! 22 23 24 25 26 27 28 29
TARGET LOCATION FIRE MOD. MELEE MOD. in the Fire and Melee Phases. In the Fire Random Modifier. 1.0 to I.2 modified by - Firer has 2000 men in square = 0.80
Phases, the flanked unit would fire with a 1.0 the level of play. - Target in light woods = 0.710
Clear 1.00 1.00 modifier (if it had a target) but would melee Unit Outmaneuvered: Firing Unit's strength - Target has 3000 men in square = 1.40
Heavy Woods 0.40 0.40 with a 0.5 modifier. is cut in half for that attack. - Firer in column mode = 0.30
Light Woods 0.70 0.70
3. An artillery unit in woods firing at a unit in Successful Attack: Firing Unit's strength is -- Firer has 75 efficiency = 0.87
Woods/Church 0.70 0.70 woods would receive a 0.49 (0.7x0.7) modifier. - Firer has 15 fatigue = 0.93
increased by 50% for that attack.
Peach Orchard 0.70 0.70 Firer has Leader bonus of 15 = 1.15
Maximum and Minimum Modifiers: All
Ravine 0.70 1.30 modifiers are cumulative with a maximum of - Firer has command control of 1.3 = 1.30
Stream 0,80 0.80 2.0 and a minimum of 0.2. Random modifier is 1.3 = 1.30
Swamp 0.80 0.80 All modifiers are cumulative as shown in TOTAL 0.28
Ford/Bridge 1.00 1.00 the example below:
Higher Elevation 0.70 0.70 A unit firing under the conditions below A unit above with 2000 men would fire with a
Sunken Road 0.50 i 0.70 Leader Bonus: Direct Modifier. A leader would receive the indicated modifiers (all strength of 560. (With rifles at range one, it
with bonus of 20 would multiply casualties modifiers are multiplied together). would kill 22 to 26 men.)
FIRING UNIT'S LOCATION FIRE MoD. MELEE MOD.
inflicted by the unit it is with by 1.2.
Stream 1.00 0.70 Target Density: For fire combat, 1% more
Ford/Bridge 1.00 0.90 casualties per 50 men when more than 1000
Ravine 1.00 0.60 men are in the target square. 1% less casualties
Artillery in Woods 0.70 1.00 when less than 1000 men. Maximum modifier
of 1.4. INF. MID. LIMB. UNLIM8.
All Others 1.00 1.0 0 TERRAIN/AC ION Dis. CAV CAV. ART. ART Numbers in parentheses refer to diagonal
Density of Firing Unit's Square (Non-artil-
SPECIAL CONDITIONS FIRE MOD. MELEE MOD. moves - directions 2,4,6, and 8 (1, 3, 7,9 on
lery): If over 1000 men are firing from the Clear/Peach 2(.3) 1(2) 2(3) P
I.5c)*** square, a modifier of 1% per 50 men over this Orchard the IBM key pad). For the i3ASIC game, please
Target unit is flanked 1.50'
number is subtracted from the firing strength 2(3) 3(4) P ignore the numbers and letters printed in
Firing unit is disrupted 0.50** 0.50 Light Woods 3(4)
(1200 men = .96 modifier). During melee, this blue.20C stands for zone of control, which isa
Firing unit is routed 0.50 050 Heavy Woods 4(6) 4(6) 7(9) P wargaming term for the squares next to a unit
modifier is 1% per 100 extra men for an attack-
Firing unit out of ammo 0.30" * 0.70 ing unit (1200 men = 98 modifier). Swamp 6(8) 6(8) P P P = Prohibited and N/A = Not Applicable.
MODES FIRE MOD. MELEE MOD . Ravine 3(4) 7(9) 7(9) P
Fortification Level: The firing unit is penal- Notes:
Normal 1.00 1.00 ized by 10% per level that the target is fortified. Ford 3(5) 1(2) 5(7) P
- Gunboats pay 1 OP per square.
Column 0.30 0.30 A fortification level of 5 would give a modifier Bridge 1(5) 1(5) i(5) P - Unit 107 (TENN ARM artillery unit with
of 0.5.
Mounted 0.85 2.00 Roads (I] 1 1 i P S24 guns) pays triple movement costs
Routed 0.50" 0.50 " Efficiency- Semi-Direct Modifier. For every Stream 4(6) 1( 2) 5(7) P (including elevation).
Unlimbered 1.00 1.00 two points a unit's efficiency is below 100, its - Coolunin or mounted mode road-to-road
strength is reduced by 1%. Example: A unit [NF. MTD. LIMB, UNLFMS.
Limbered 0.20" 0.50 " SPECIAL ACTIONS 015. CAV. CAV. ART. ART. movement costs I operations point (2
with 600 men and an efficiency of 60 would
Dismounted 0.75 1.00 have a strength equal to 600 X .80 or 480 men.
Enter higher +1 +1 +2 P operations points to enter a road in a
elevation ravine).
During Final Defensive Fire, the modifer Fatigue: Semi-Direct Modifier. Strength is Change mode 2 2 N/A 2 - Operations points to enter Sunken Road in
is 0.5 for the flanked unit firing. reduced by 196 for every 2 points of fatigue. to column, normal or dismounted state are doubled.
Fatigue of 20 would give a modifier of .90. mounted, or - OP costs are doubled during the night
May only fireduring Final Defensive Fire
Example: A unit with 1000 men and 20 fatigue li mbered 143 turns.
and with these modifiers.
would have an effective strength of 1000 X .9
*" The flanked defender in Melee and Final Change mode 4 4 4 N/A - Retreats and Advances have no OP cost.
or 900.
Defensive Fire has a modifier of 0.50. to normal, [l1 Infantry units must he deTnihrigades (A
The flanker has a modifer of 1.50. Command Control: Direct Modifier. A dismounted, or and H reorganized) to receive road move-
unit's strength is multiplied by its command unlimbered [3] [51
*** May only defend in Melee and with this control. Example: A unit with 750 men and a rnenc benefits,
modifier. Enter or leave +2 +1 +3 P [2] In orderto be able to move enemy 2OC to
command control of l.3 would haves effective enemy 2C]C
strength of 975. 20C, a unit must be moving into a
The Fire and Melee strength modifiers would Move from +5 +3 +7 P friendly occupied square.
Artillerymen: Each gun requires 16 artillery- enemy 70€ to
support the following examples: men to fully support it When artillery fires, (3] Artillery units cannot change mode in a
enemy 2CC: [21 ravine square.
1. A target unit in woods on higher elevation it receives a modifier proportionate to the
number of men it has to man its guns. A Union Fortify 8 8 P 8 [41 Units in woods pay 3 OPs to change into
than the firing unit would result in modifier of
artillery unit with six guns would need 96 men Reorganize 2 NIA N/A N/A these formations. Units pay 2 extra OPs if
0.49 (0.7x0.7) in the Fire Phases and the Melee in an enemy ZOC.
Phases. to function fully. If it lost 19 men (20%), the Melee (attacker) 2 2 P P
unit's strength would be multiplied 0.8 to [51 Units in woods pay 6 OPs t.o change into
2. A target unit flanked by a firing unit in clear determine its effective strength (it would be at Melee (defender) 2 2 2 2 these formations. Units pay 2 extra OPs if
terrain would give the firing unit a 1.5 modifier 80% of full strength). Fire in fire phase 2 2 P 4 in an enemy ZOC.

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